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 1 
 on: 2014-08-30 16:39:39 
Started by kevglass - Last post by theagentd
and as opposed to theagentd, my CPU is not burning Smiley
My CPU idles at under 20 degrees. I'm fairly sure it's not gonna burn no matter what I do... xd

 2 
 on: 2014-08-30 16:38:48 
Started by pixelprime - Last post by lcass
You got it.

 3 
 on: 2014-08-30 16:32:31 
Started by kevglass - Last post by deathpat
windows 7
intel i7 2630QM
8 GB RAM
GTX 560M

between 74 and 82 FPS

and as opposed to theagentd, my CPU is not burning Smiley

 4 
 on: 2014-08-30 16:23:41 
Started by dime26 - Last post by deathpat
hey,

if you generate your map, the generation should be based on random numbers right ? In this case why not just send the initial seed used for the generation to all the clients for them to generate the same map on their side ? This way you'll send only one long which is quite cheap Smiley
If your generation is not based on a single seed maybe you could rework that Smiley

 5 
 on: 2014-08-30 16:20:03 
Started by kevglass - Last post by theagentd
Intel i7-4770K @ stock
8GB RAM @ 2400 MHz
Nvidia GTX 770 4GB

Minimum 165 FPS.
CPU load 100% on one core.
GPU load slightly under 50%.

 6 
 on: 2014-08-30 16:13:27 
Started by tommohawkaction - Last post by Cero
Starting by using only lwjgl is very hard.
And a waste of time reinventing the wheel, unless that it what you wanna do

 7 
 on: 2014-08-30 15:41:10 
Started by JayManHall - Last post by Gibbo3771
Sure needed that break. I feel fresh and strong and love what I have. Ready to fight the code. *boom *pow *pow

But... you don't fight the code. You feel the code.

This is some next level shit.

 8 
 on: 2014-08-30 15:41:01 
Started by Nickropheliac - Last post by Cero
...
space invaders is super easy, move left right, shoot, projectile moves up, their projectiles move down - If you dont create those destroyable bunkers, its really super easy, and still fun for... 9 seconds
I disagree. Just think about it. Moving left and right, shooting = Handling input. Projectiles = Collision detection, (very basic) AI and some event system for dying entities.
It's just perfect for a first project.

Its still easier than doing math in pong.

handling inputs you do for pong too, collision detection as well. Also collision detection is not something you program yourself:  rect.collide(rect) if true I would just NULL an enemy, for no fun, no animation death
count not null enemies

also space invaders you can do incremential, first the enemies dont even move at all
because the game still kind of works

 9 
 on: 2014-08-30 15:38:31 
Started by Rayvolution - Last post by Gibbo3771
mind if I ask how you store the map data? do you use tiles or represent each tile with a data value?

A huge 3D int array full of TileIDs, and each TileID is linked to a specific tile on the sprite sheet inside the Tiles Loader. When you go to render it, it asks the Tile Loader what image is associated with that tile ID, and the Tile Loader returns the image that is assigned to that ID and then the game renders it.

I presume the array is as follows:

1  
int tiles[ID][X][Y]


Am I right to presume this? If so then why the hell am I not doing that, if not then I am glad I am not doing that :p

 10 
 on: 2014-08-30 15:30:17 
Started by Rayvolution - Last post by Rayvolution
mind if I ask how you store the map data? do you use tiles or represent each tile with a data value?

A huge 3D int array full of TileIDs, and each TileID is linked to a specific tile on the sprite sheet inside the Tiles Loader. When you go to render it, it asks the Tile Loader what image is associated with that tile ID, and the Tile Loader returns the image that is assigned to that ID and then the game renders it.

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