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1  Game Development / Newbie & Debugging Questions / Perlin noise not working on: 2012-11-21 14:48:30
Hey there, i recently wrote a perlin noise class following this tutorial - http://freespace.virgin.net/hugo.elias/models/m_perlin.htm

http://pastebin.com/fnjCpTrc -- Here is my code.  However, I noticed that it doesn't produce the colours I want, and instead gives me this --> https://dl.dropbox.com/u/13907487/perlin_noise.png

Which means I obviously did something wrong.  The thing is, I don't know what I did wrong.  I'm guessing it's at image.setRGB(x,y, (int)generatePerlinNoise(x,y)) but i'm not sure how to correct it show it shows up like proper perlin noise.
2  Game Development / Newbie & Debugging Questions / Re: LWJGL weirdness on: 2012-10-03 01:45:57
Yeah, I checked.  It doesn't ask for a "Game" class anywhere in the project.
3  Game Development / Newbie & Debugging Questions / LWJGL weirdness on: 2012-10-02 13:18:15
EDIT: Fixed the first problem.
EDIT2: Fixed all problems.
4  Discussions / General Discussions / Re: What's your dev rig? on: 2012-08-04 03:45:20
Lenovo B460
Nvidia GeForce 310M
Intel Core i5 2.40 GHz
2 GB RAM
Windows 7 Ultimate - 64 bit

Crap graphics card, I know. 
5  Game Development / Game Mechanics / Re: Checking a LARGE tilemap for collisions on: 2012-07-12 07:50:24
For a top-down RPG I chose 8 points (see drawing). Then I check for horizontal collisions on the ones furthest to the left and right, and then I check for vertical collisions using the points furthest to the top and bottom.



Hmmm, i'm not sure I quite understand what you're saying.  To check for collision on the points, shouldn't you have to loop through the entire tilemap?
6  Game Development / Game Mechanics / Checking a LARGE tilemap for collisions on: 2012-07-12 07:33:45
The first thought I had was to loop through each tile in the map, check to see if it is within a certain distance of the player, and then check for collisions.  This still seems slow though, I was wondering if anyone had any other ideas?  I'm also going to have a lot of entities (200 - 400) on the map doing this check, so it seems like it will slow down the game a lot. =/

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for(int i = 0; i < tilemap.size(); i++)
{
    if(tile is within a 16 pixel radius of the player)
{
checkForCollision();
}
}
7  Game Development / Newbie & Debugging Questions / Re: Best way to create the game window? on: 2012-07-10 15:56:26
Thanks, i'll check those out.
8  Game Development / Newbie & Debugging Questions / Best way to create the game window? on: 2012-07-10 13:32:41
I've seen a lot of different implementations.  For example, this(http://www.java-gaming.org/?action=pastebin&id=143) one creates a JFrame and a Canvas (i don't know what for) but this (http://zetcode.com/tutorials/javagamestutorial/basics/) one has the main class extend JFrame and then uses JPanels to place all the content on.  Are there pros and cons for each method of doing so?  Or is one simply better than the other?
9  Game Development / Newbie & Debugging Questions / Error: Cannot find main class in Development/Java on: 2012-04-21 03:41:08
So i'm following CokeAndCode.com's tutorials on LWJGL 3D games, and I downloaded the source, just to see what the finished game would be like.  I downloaded and installed LWJGL in the correct way, but when trying to compile, I get this error:

Error: Could not find or load main class Development\Java
Java Result: 1
BUILD SUCCESSFUL (total time: 0 seconds)

I am using NetBeans, and strangely, I tested the source in Eclipse, so I don't think it's a problem with the source, but I followed the LWJGL instructions to the letter.

Here is a screenshot of my folder structure. 
10  Game Development / Newbie & Debugging Questions / Re: Library vs library-less programming on: 2012-04-17 18:19:29
Allright, thanks for the tips!
11  Game Development / Newbie & Debugging Questions / Library vs library-less programming on: 2012-04-17 16:06:01
As a beginner to java, I was wondering if I should start with using libraries such as Slick 2D and LWJGL, or if I should start without libraries, and learn the inner workings of the code?  Will it be any harder for me in the future as a programmer if I start with libraries?  And do games with library have better performance than games without?  I.E.  LWJGL enabled 3D game vs library-less 3D game.
12  Game Development / Game Mechanics / Re: Finding a frame index's X and Y positions on: 2012-04-06 01:34:04
haha, my bad.  thanks!
13  Game Development / Game Mechanics / Finding a frame index's X and Y positions on: 2012-04-05 18:48:53
Hi, i'm trying to create an animation system, and so far i've devised a method in which it will take in a specified array of frames to play, and play those frames.  However, my problem is, how can I tell the X and Y positions of a frame given the frame index?  I need those in order to display the frame at those coordinates.  Here is a diagram of what the animation looks like, the frame index is at the top left of each box in the "spritesheet".  
14  Game Development / Newbie & Debugging Questions / Re: Screen flickering/flashing randomly on: 2012-04-01 15:46:18
Ok, thanks for your help.  Can't believe that book has such high ratings on Amazon.
15  Game Development / Newbie & Debugging Questions / Re: Screen flickering/flashing randomly on: 2012-03-31 16:47:22
Tried reducing it to one thread, still flickers. Sad
16  Game Development / Newbie & Debugging Questions / Screen flickering/flashing randomly on: 2012-03-31 14:54:33
So i'm following Ian Cinnamon's book "Video Game Programming for the Evil Genius" and currently i'm on the racing game section.  I've copy-pasted his code into my program just to check if it works, and it doesn't.  The game starts flashing and flickering randomly, i'm guessing it has something to do with the repaint() functions in the Move1 and Move2 threads.  But I have no idea how to fix it, and he doesn't acknowledge the error in his book.  Here is the code.  http://pastebin.com/rzq1JNx0

Also, my friend told me to double-buffer it, but i have no idea how to go about implementing that.  Any ideas?

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