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 on: 2014-07-31 23:02:48 
Started by jmguillemette - Last post by The Lion King
glUniformMatrix4fv is simply glUniformMatrix4 in LWJGL.

I hope I am not misunderstanding the question, could you clarify more on what you mean by: "if so anyone find a good way to pass a list of per instanced matrix to a shader?"

 on: 2014-07-31 22:39:16 
Started by synLB - Last post by ags1
Hmmm, perhaps a mismatch between eclipse and the phone? The IDE tries to start the app under one user but another user is logged in on the phone...?

I use AIDE not Eclipse however, so I am just apeculating.

 on: 2014-07-31 22:37:33 
Started by jmguillemette - Last post by jmguillemette
Hi Everyone,

So im working on my game library an ran into a bit of a snag.
is lUniformMatrix4fv missing within LWJGL?

if so anyone find a good way to pass a list of per instanced matrix to a shader?


 on: 2014-07-31 22:26:59 
Started by orange451 - Last post by orange451
orange451, you already posted some screen captures, you don't seem far from a demo, am I completely wrong?
Quite far from a demo Smiley

 on: 2014-07-31 22:17:38 
Started by Orangy Tang - Last post by Catharsis
I spent a great deal of time profiling Artemis to ensure its design wasn't bottlenecking the performance, and I did not find it lagging behind its OOP alternatives, e.g. dozens of thousands of entities.

What you did with Artemis especially considering the experimental / trailblazing aspect is a complete success. For the type of games (2D / platform) created with Artemis it works well. I was very impressed when I checked out Naturally Selected 2D running on an iPad2 which is the lowest specced device I've tested with so far.

Any discussion I'm contributing to here is more or less aimed at floating ideas around future directions. Saying that Artemis is a really good "type I" ES does not detract from what was accomplished.

If you have more than a dozens of thousands of entities, hundreds of thousands, then you're doing something terribly wrong. No game should have that number of entities active in its world at a given time.

All I wanted was a easy design, where I wasn't schizophrenically dependent upon some hierarchical OOP structure and was fast enough.
But that doesn't mean Artemis-design is suited for all. It's quite rigid when it comes to how entities are composed.

I think you could say.. No 2D game should have that number of entities active in most usual game play scenarios. All of the Artemis related games I got to compile surely fit those assumptions.

For a 3D game that is partitioning a larger world including partitioning the ES then entity counts could be in the hundreds of thousands (let's say ~15-20k per region), but of course in most situations only updated for regions near the player(s). The design I'm working toward is meant to support a larger general use case, so the additional data oriented packing and efficiency will make a difference. I'd say a fair assumption about "type II" ES is that new architectures are less rigid and increase the throughput and conceivable data parallel aspects of the ES out of the box. In the case of my efforts integration into the larger engine architecture is much easier since the CA relationship is inverted with the CA being a superset of the ES.

 on: 2014-07-31 22:04:52 
Started by Yemto - Last post by orange451
@orange451: If you share code, you have some responsibility over it, as people may actually use it. Your code is broken in so many ways I'd simply strongly suggest to remove the link to it, as it can only do more harm than good. Emo I'm sorry if that comes across a tad harsh persecutioncomplex
It works perfectly fine for me, and I've used it in a number of projects too o:
It's been tested across the world; all data sent across is sent in the correct order, and also received in the correct order. It's sent quickly, and does not force the client nor the server to hang while waiting for data.

Apart from being "hacky", what is broken about it?

 on: 2014-07-31 22:03:56 
Started by orange451 - Last post by orange451
Hello all! Smiley

In my game, I am currently using the Soundsystem written by Paulscode. Seeing as he is no longer an active member of these forums, I was hoping someone else would be able to help with this issue. I want to package a lot of my resource files so that they're not in a tree of folders outside of the Jar. I have made it so models and textures could be loaded from these packaged files by using their bytebuffer data. However, I am not quite sure how to use the sound system in the same way.

 on: 2014-07-31 21:51:09 
Started by Orangy Tang - Last post by Catharsis
You're thinking about it the traditional way.. ;P
Yeap.  And so are the majority of game industry leads & technical directors.  It's significantly less work, complexity and is significantly faster (for the statistically significant..otherwise who cares).

You are basing your arguments on conjecture at best. There are several high profile AAA game studios that are using CA techniques. There is no basis to the "significantly less work, complexity, and speed" comment. The CA approach is crossing the chasm in most new engine development with a reasonable percentage of game studios.

I think you may be complaining that historically the "best practices / design pattern"
No. I'm complaining that CS has a whole has stepped way from problem solving and into reusable massively complex systems and generations of programmer understand very little about programming in the pure sense. As an example around 2000ish I asked new grads from highly reputable universities questions like:  "Visitor and command patterns are the same.  What's the mechanism?"  I think one 1% could give an answer.

Your anecdotal evidence or point has no connection to CA or the original discussion and attempting to connect it to "best practices / design pattern" related thinking.

I can tell you this much though since I was finishing my CS degree around that time at a reasonably reputable university. Design patterns weren't taught in the CS curriculum outside of perhaps a few professors making references here and there. Only those who had the motivation to learn outside the curriculum had a solid clue. There was no course dedicated to design patterns though I do agree that more or less undergrad programs at universities are not exactly graduating highly competent developers.

More or less I had to cut short our discussion because your replies are divergent from the original topics at hand.

 on: 2014-07-31 21:43:30 
Started by philfrei - Last post by BurntPizza
I don't know about Avian, but I do know that RoboVM isn't a VM, but is a tool for compiling java bytecode into iOS natives (via xcode). It's what libGDX uses to target iOS.
Yes, you have to write your graphics using the frameworks's paradigm. For libGDX that's often lots of Sprites, shaders if you need them, etc.

 on: 2014-07-31 21:40:09 
Started by Norakomi - Last post by Norakomi

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