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 on: 2015-04-01 09:42:35 
Started by Cero - Last post by nsigma
Right now I am switching to the latest gstreamer ... I doubt there will be problems

I don't!  If by latest GStreamer you mean v1.x then it won't work.  As mentioned above, we're working on v1.x support, but there's been significant API changes from the 0.10 series.

@Topic so yes I GUESS you can use that for simple short animations, but its heavy weight overkill

Oooh, there's a topic?!  persecutioncomplex

Sorry, kind of dived in to reply to @theagentd without fully reading your original post.  Yes, I'd agree for this purpose it's possibly overkill.

Of the options you mention I quite like MJPEG.  It's pretty easy to decode in pure Java.  I used some code years ago to read from an IP camera, but no idea where that came from.  There are a few options if you Google though (eg. jAVIlib - not tested it!)

We use MJPEG a lot with GStreamer too in projects like this, where we used motion tracking and had faces following people around a room.  Because all frames in a MJPEG are effectively keyframes, it makes it easy to seek back and forth as you want seamlessly.

Also, I guess you could look at 3D textures for short animations.  All depends on your use case.

 on: 2015-04-01 09:38:08 
Started by ags1 - Last post by Varkas
The idea of FT is not so different from yours, just that the basic functions are sin and cos waves of raising frequency. FT calculates coefficients for those waves, in order that the sum of those waves matches the original function.

You can simplify (or compress) the results if you leave out higher frequency coefficients, and remore coefficients which are near zero (e.g. JPEG compression does this.)

 on: 2015-04-01 09:19:30 
Started by BurntPizza - Last post by thedanisaur
Was using a ray-triangle intersect algorithm for picking in my game. I noticed that it was taking 222ms to run, then I realized that I wrapped it in a quadruple for loop. So I converted my tile and patch double arrays to single ones. Then I subdivide my patch to determine which quadrant I'll be picking in(then subdivide that subdivision) and now I'm down to less than 1ms  Grin.

 on: 2015-04-01 08:08:41 
Started by Cero - Last post by Cero
yeah years ago nsigma and I basically released a gstreamer java player which works on linux, mac and windows.
video playback with that is actually fairly beautiful, due to the lack of alternatives @topic I have worked with it again
The player works with lwjgl and libgdx.

Actually you wrote some lines in there too theagentd, since I couldn't figure out the opengl.

Works really stable and synced and everything.
Right now I am switching to the latest gstreamer and libgdx version but I doubt there will be problems

@Topic so yes I GUESS you can use that for simple short animations, but its heavy weight overkill

Example of simple animations:

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

Skip to 1:33
You can see each in FF13, each time you select a character the background is like a short video, like 2 seconds, making it kinda appealing. Saving that in individual frames and loading into memory and all that... yeah. So streaming an animation would be great.

 on: 2015-04-01 08:04:59 
Started by DrakosKai - Last post by Roquen
Oh, I'm excluding consoles from my thinking here...that seems reasonable.

 on: 2015-04-01 07:59:35 
Started by BurntPizza - Last post by NegativeZero
I was playing around in OpenGL and accidentally made a flame thing:

EDIT: I made it fancier Smiley

 on: 2015-04-01 07:49:46 
Started by ryukujinishi - Last post by ryukujinishi
Gotcha, it's all good. I misunderstood, but that doesn't make you an idiot for saying that. I myself have had a few rage-quit moments myself, it can be hard pursuing this path at times. I know I've learned most of what I know from watching or reading tutorials and then breaking the systems these people had designed.

 on: 2015-04-01 07:24:54 
Started by ryukujinishi - Last post by SwampChicken
I wouldn't mind sharing my source once the game is in a more polished state. Currently the code gets the job done with minimal redundancy, but it's far from beautiful code.

Sorry Ryukujinishi, I didn't mean you or your project personally. Don't share if you don't want to. I meant that there has been quite a few people who have attempted a shoot'em up as a first project and then rage-quit in frustration over some small detail. Was simply suggesting that we do something as a group...

tl:dr I'm an idiot for posting in your thread.

 on: 2015-04-01 07:19:57 
Started by DrakosKai - Last post by Roquen

AtomicInteger = bus locking.  Not a big deal but potentially stealing cycles from everybody.
Linear Ring buffer = false sharing extravaganza.
jobs are processed FIFO...meh.
small jobs = very inefficient, esp if they don't happen to be the same code/linear data and happen to go to the same worker.
large jobs = potentially long latency...job submission to completion.

I can't think of a game client reason to use this model.  And like I said earlier I can't think of a reason to be anything other than SPSC.  Strawman example:  Take an audio processing thread.  Of course it's completely reasonable to have multiple threads wanting to send commands to it, but there's no reason for it to be through a single communication channel.

I'm only thinking about consumer grade hardware.  Otherwise we're talking about MMO server code...and anyone ready for that doesn't need this conversation.  Consider:

1) Is there any major paradigm shift in CPU ISAs on the horizion?  No.
2) How fast is the number of physical cores growing?  It's complete stagnated.
3) How likely are we to see multi-socket consumer devices soon.  Not very.

And even if I'm wrong on any of these points it doesn't really matter because it'll be years before penetration is large enough to be worth considering.  So SPSC is completely viable for the foreseeable future.

 on: 2015-04-01 06:06:21 
Started by Ask_Reply - Last post by Ask_Reply
I few months before installed Android Sdk (adt bundle).There was a option named Android Api Lvel 20 system image revision 1 and I selected that and then clicked on install package option and paused the download then I had manually downloaded a Android System Wear Image of (Api Level 20, revision 1) (Size 100 mb nearly) and installed it by replacing it in the android temp folder(sdk/temp) and it worked nicely...But now again I want to install Android Sdk but now the option System Image wear v20 revision 1 has gone and it is showing revison 4 instead of revision 1 so if I now select the revision 4 and click on install package option and then pause it and replace the temp folder with the image of revision 1 I downloaded earlier, it is no more working....
So my question is how can I get the revision 1 option back in my Sdk...

Pages: 1 ... 3 4 [5] 6 7 ... 10
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2015-03-10 11:36:42
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List of Learning Resources
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2014-08-05 19:33:27 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
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