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 31 
 on: 2016-08-29 13:03:14 
Started by mike_bike_kite - Last post by mike_bike_kite
The fan used previously was the supplied Intel fan which has the paste already applied on the contact point. The CPU was the 3570K running at standard clock so it wasn't generating a lot of heat (say compared to an AMD 8350 etc). Difficult to say what caused the issue as most of my PC's are still working decades after I bought them - maybe the PC got knocked and the weight of the fan caused some separation? I always fancied a liquid cooler but couldn't really justify one before - still can't really as the processor was faster than I ever needed just running at standard clocks. I'll admit I was quite disappointed by how difficult the Corsair H55 cooler was to install - it seemed to have more parts than your average Swiss watch, the instructions were written in tiny writing and in multiple languages while referring to the multiple systems it could be applied to. There were codes written on the parts but again the writing was microscopic and coloured black on a black background which made them almost totally illegible. Oddly enough the thing is quite loud as well - I could barely tell if my PC was on before but now I can hear it from some distance away - perhaps this is a feature. The cooling is good though but, in all honesty, I should just of cleaned the existing thermal paste away and replaced it with a dab of new. Hey ho.

 32 
 on: 2016-08-29 12:34:50 
Started by mike_bike_kite - Last post by Riven
Now that you solved your problem... we can frolic and laugh for a bit... right?


... shutting down which turned out to be thermal paste causing CPU to overheat.
Who in their right mind would assume that adding any more material between 2 objects, without significantly increasing their contact area, can increase the heat transfer between the original materials... The top of the CPU heatspreader and the bottom of the heatsink are already exceptionally flat - for a reason. There is very little margin for improvement, and huge room for adverse results.

Thermal paste should fill near-invisible cavities in both metal surfaces... if you see any thermal paste, you are doing it wrong. If you feel it sloshing about when pushing your heatsink on top of it, you're doing it wrong. Thermal paste manufacturers provide such rediculous quantities per sold unit, that it gives the wrong impression. The volume they provide could be used to 'treat' at least a few hundred CPUs.

 33 
 on: 2016-08-29 12:23:25 
Started by Exonto - Last post by theagentd
Another problem with hierarchical pathfinding is that sometimes it doesn't produce the fastest path. Consider this example:

StartMaze
FieldGoal

A hierarchical pathfinder may consider the path through Maze to be equally fast as the path through Field when only looking at which walkable sections are connected to each other, even though the path through an open field will be faster than going through a massive maze.

Here's a cool idea to solve that: For each chunk, we identify the edge tiles that lead to other chunks and add these to a list of "portals", AKA tiles that you can move to a different chunk from. For each of these portal tiles, we precompute the path length/cost to every other portal tile in the same chunk (we could precompute the entire path, but that would take a huge amount of memory. This would have some interesting effects on the number of tiles searched. In my experience, the cost of pathfinding is not very related to the number of tiles traversed by the algorithm, but the number of tiles "investigated" (= tiles visited*average neighbor count). Hence, to compare the investigation count of a 128x128 chunk:

 - Brute forcing: 128x128 tiles x 4 neighbors each = 65 536 tiles investigated.
 - Edge to edge: 127x4 tiles, each with 127x4-1 "neighbors" each = 257 556 tiles investigated.

Owww. That was not a very good idea. The connections are edgeCount^2, which actually scales worse than just traversing all those tiles instead. We'll have to cheat a little. If we assume that we may have multiple adjacent portal tiles, we could replace them with a single centered portal tile to reduce the number of edges. If we decide to merge up to 5 portal tiles into a single portal tile (basically we only have a portal tile every 5 edge tiles instead of for every edge tile), we'd end up with only 25*4 edge tiles per side, or 100 in total.

 - Edge to edge (every 5 tiles): 25x4 tiles, each with 25x4-1 "neighbors" each = 9 900 tiles investigated.

That's a reduction by a factor of 6.6, which is pretty good. Another cool thing that this would allow for is that we could basically precompute some paths between edges if we realize that those are beings searched often (or all of them if memory allows for it). That would mean that we only need to find the path to the best edge tile of the start and the goal chunks and then the hierarchical system will kick in, and all paths that those have will already be precomputed in memory. The entire algorithm would look something like this:

1. Figure out what princec territory the start and end tiles belong to. We will only need to path-find tile-by-tile in these two territories.
2. Start with the start tile and start exploring using standard A*.
3. Once we reach a portal tile and we're not in either the start or end territories anymore, we will purely pathfind using precomputed edge-to-edge portals between chunks, effectively skipping the entire inside of each intermediate territory.
4. As soon as we enter the goal territory, we switch to tile-by-tile pathfinding again to locate the exact target tile.

 34 
 on: 2016-08-29 11:46:14 
Started by Ecumene - Last post by Gornova
I will be a little bit.. cynical this time.  persecutioncomplex

Security does not exist, you can slow down people from exploiting your architecture!
My suggestion is to provide a way to get working mods and put a clear disclaimer: "You accept the risk!"
Why only a warning? Because here at JGO we are most of the time speaking about hobbies java gaming developing: it worth  time in developing a robust solution like this one for your game ?

 35 
 on: 2016-08-29 10:49:29 
Started by BurntPizza - Last post by MinusKelvin
I implemented normal mapping in 2D.

 36 
 on: 2016-08-29 10:02:02 
Started by isarch - Last post by basil_
adding to what Mac70 said :

netbeans


eclipse

  • con : bloated by plugins, settings/options scattered all around the place

idea

  • pro : community version (free) is "good enough" for most people
  • con : ultimate version is waaaay better but costs.
  • pro : other intellij tools use the same "base IDE", like Clion (c++/cmake) or PHPstorm (php). makes it easier to dig in.

+1 for picking the right tool for the task. it really depends. i used netbeans back when with java, now it's idea. then i still manage all my c/c++/jni projects with netbeans.

 37 
 on: 2016-08-29 09:26:15 
Started by orange451 - Last post by bornander
If you're interested in using the engine, I'll probably release it Smiley
Release it!

 38 
 on: 2016-08-29 09:12:56 
Started by mike_bike_kite - Last post by mike_bike_kite
try reinstalling java, could be some corrupt files
Yep, that did it. Well done!

 39 
 on: 2016-08-29 07:26:04 
Started by mike_bike_kite - Last post by ziozio
try reinstalling java, could be some corrupt files

 40 
 on: 2016-08-29 06:52:01 
Started by BurntPizza - Last post by philfrei
Most of two days spent on a very elusive bug. Due to the intermittent nature and not a whole lot of confidence in my multi-threading chops, spent a lot of time checking things like possible race conditions, lack of atomic operations (where I thought they shouldn't really be required), deep vs shallow copy errors, that sort of thing. For the first time, also, employed a debugging technique I hadn't used before: catching and re-throwing the error down the call stack, thus allowing reportage on variable states at several levels.

It turns out though, that the problem was due to simple accumulation of arithmetic error. I discovered that if you add a float value that is in the E-6 range 400,000 times (via +=) or so, it can cough up a pretty sizable error compared to just doing the multiplication.

I don't know how to describe it any better without going into details no one want to read about.

Result: envelope operations on the synths are now being done via doubles rather than floats. I was afraid I'd break everything when I converted to doubles, but it only took about 20 minutes, once the changes were made, to fix the downstream errors that were generated. Am back to a pristine Eclipse: 0 Items in the "Problems" tab.

The "flibber" effect on the Allenspace generator is now much more like the original. Intermixing via selecting tracks at random has a much more satisfying aural glitchiness than iterating through the tracks, even when the time spent per track was also subject to variation.

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