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 1 
 on: 2016-06-27 18:30:15 
Started by luckybit - Last post by FabulousFellini
Ok I foudn the answer by myself:
avoid using AffineTrasnform and rotate the coordinates before drawing and the rotate back, this is faster
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g.rotate(theta, x, y);
g.drawImage(x,y);
g.rotate(-theta,x,y);

[code]
[/code]

When I do this in my game I think I also had to use translate() to translate the x and y positions so it rotated around the correct coordinates.

 2 
 on: 2016-06-27 17:57:37 
Started by luckybit - Last post by Riven
@KaiHH: text book case of premature optimisation Pointing

It makes the code less simple (simplicity is important) and won't have significant impact on performance.

 3 
 on: 2016-06-27 15:36:13 
Started by SteveSmith - Last post by SteveSmith
Cool, it's good to know that the game is now playable. Smiley  Preloading the models and graphics is next on my list.

 4 
 on: 2016-06-27 13:32:12 
Started by TritonDreyja - Last post by TritonDreyja
For video I either use windows movie maker or Sony Vegas.
For standalone sound editing I use Audacity but Vegas is pretty damn good for sound editing on it's own too.
All visuals are done in paint.net.

 5 
 on: 2016-06-27 12:46:48 
Started by BurntPizza - Last post by theagentd
If you were shrewd you'd basically implement Unity's shader language... thereby having access to thousands of free and awesome shaders and a huge amount of amassed expertise...

Cas Smiley
Well, that's why I started that discussion thread about this BEFORE I started coding it... That being said, I'm not entirely sure it'd work considering I'm aiming for emulating Vulkan's descriptor sets in OpenGL.

@theagentd You should definitely consider emitting the #line directives which allow you to get correct line numbers while debugging shaders.
That's a good idea. Hmm, it's a bit difficult though considering that $importset could be multiple lines in a different FILE... Hmm, actually the set-file structs and uniform buffers are verified completely when they're parsed into memory before compiling shaders, so the chance that there's a problem in there which passes into a shader when imported is fairly low. It might just be good enough to have it show the $importset line as the problem in those rare cases.

 6 
 on: 2016-06-27 12:42:20 
Started by Hydroque - Last post by Ecumene
some sort of light eating device.

So a black hole? Or a just a dark surface xD

 7 
 on: 2016-06-27 12:41:27 
Started by SteveSmith - Last post by VaTTeRGeR
The performance increase is very significant, could play it at high fps on hd 3000 in power savings mode Pointing
The first time shooting/hitting makes the game freeze for a few seconds though, you should load your stuff upfront if it takes longer and blocks the game.

Edit: FOV slider? your field of view is very slim, and what is left of it gets hindered by the cockpit overlay.
The movement feels wrong, do the white "speed-blur-lines" only indicate whether you're moving or also the direction? You don't get much sense of movement direction and speed with the way it is right now.

 8 
 on: 2016-06-27 12:17:52 
Started by TritonDreyja - Last post by Hydroque
Take this whole week and build up the game then release a video. Let's see a weeks progress over a daily one Smiley

What video editor do you use? What sound editor?

 9 
 on: 2016-06-27 12:06:58 
Started by SteveSmith - Last post by SteveSmith
I've just released v0.0.3 of Ares:Dogfighter with quite a few tweaks (and also a "simple graphics" mode for those with less powerful PC's).  I've improved the enemy dogfighting AI and also changed the scanner.  I was never a fan of the Elite-style scanner so I've tried to come up with a hopefully better solution.  There's also more of a game behind it, as now you can choose how many enemy ships to fight against, but you can only select more once you've succeeded in defeating the current number.

Next on my list is for the player to be able to kit their ship out with different types of weapons and equipment, and also gameplay "events", like a meteor storm or distress calls from other ships.

Free download at http://gamejolt.com/games/ares-dogfighter/156604

 10 
 on: 2016-06-27 12:00:49 
Started by Hydroque - Last post by Hydroque
Light isn't something im typically fascinated with, but I am fascinated with breaking light norms. For example, if you bend light around an object, you can't see it -its invisible! I heard from a past teacher they made dime visible (whoever they could be are some scientists somewhere.) another one would be some sort of light eating device.

This actually ggives me an idea for something that mods the surface of objects to make them appear to have detail, but touch smooth. A dynamic thing, too.

I do agree that ball is pretty cool looking.

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