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 51 
 on: 2015-08-27 14:05:14 
Started by cuprite - Last post by gouessej
Actually, when you mix the game logic with the rendering, there is no way to update the former less often than the latter. Do you really need to check if there are some collisions 60 times per second? Imagine that the end user disables the v-sync, should your game really run those checks as much time as possible? A physics engine can create lots of short-lived objects, running it only when it is necessary can be helpful to reduce the memory and CPU footprint of your game, especially on machines with a limited autonomy (laptops, mobile phones, ...).

It depends on the kind of game that you create but maybe you'll need to avoid mixing together not only to ease the port to other platforms. In my humble opinion, writing dirty code is a bad idea on long term projects (working with it will become increasingly discouraging as time goes by) and writing an independent renderer can be helpful if you need to switch to another library.

If you use a "good" framework or a "good" engine, you don't have to worry about it as this separation is already done, just don't mix everything in your own code.

 52 
 on: 2015-08-27 13:08:19 
Started by cuprite - Last post by DavidBVal
Wise words from Riven. When you get your hands dirty, you have to compromise. Sometimes as he mentions, it is a matter of choosing between refactoring to perfection, or actually finishing the damn thing. And sometimes it is "intentional" bad design because of optimization, making your code uglier and less structured, but more efficient. In the end, coding is a means, not an end. The end is, your game finished, working and published.

 53 
 on: 2015-08-27 13:06:23 
Started by SHC - Last post by KevinWorkman
Nice work. It's cool to see another JGO-er doing Ludum Dare!

The whole point of Ludum Dare is to create a complete game in 48 hours, and you succeeded at that. Like others have said, it would probably be more fun if it was a little faster (right now the player feels big and slow, smaller and faster feels more fun). But you've got a playable game with a beginning, middle, and end, so great job!

 54 
 on: 2015-08-27 12:46:34 
Started by Neoptolemus - Last post by Roquen
So any thoughts on range requirements?  I'm seeing internal inconsistencies.  Some axis-angle routines are assuming unit length and others are not.

Also:  Any reason @Override isn't begin used and @SuppressWarnings("hiding") where field hiding is reasonable?

EDIT: And effectively static methods which aren't static.

EDIT 2: I may not have ever said why [-pi,pi]...only one trig op is needed for sin(a) & cos(a).

EDIT 3: Some routines are converting returned angles to positive variants...see EDIT 2.  Make work that reduces their usefulness.

EDIT 4: Quaternion get(AxisAngleXf dest)...checks for non-unit quaternions...I say user's problem.

 55 
 on: 2015-08-27 12:30:39 
Started by Neoptolemus - Last post by Roquen
There are some more.  I'm correcting them as I go.  (Like: public AxisAngle4f set(AxisAngle4f a))

 56 
 on: 2015-08-27 12:01:33 
Started by Neoptolemus - Last post by KaiHH
public AxisAngle4f set(AxisAngle4f a).  Pointless code repetition leads to bugs. QED.
Thanks for the bug report! Fixed.

 57 
 on: 2015-08-27 11:55:42 
Started by Neoptolemus - Last post by Roquen
Tossed all my old refactor...starting a new one that's less ambitious.  As a data point for my argument: public AxisAngle4f set(AxisAngle4f a).  Pointless code repetition leads to bugs. QED.

 58 
 on: 2015-08-27 10:53:58 
Started by Andre Lopes - Last post by Opiop
I personally would only bother with LAN based mobile servers, maybe Bluetooth too. If you're on WiFi hosting a non-LAN server would probably be fine too.

 59 
 on: 2015-08-27 09:24:03 
Started by Andre Lopes - Last post by GNecro1
I have played game it was great, stable, no crashes and it connected via Bluetooth and game play was smooth. Some connectivity issues but i think it was because of my older phone.

 60 
 on: 2015-08-27 09:17:08 
Started by Andre Lopes - Last post by trollwarrior1
I would wonder if it is OK to host a server on a mobile phone. I don't have much MP experience, but I don't think it would be a very good idea to host a server on a phone, unless it is a very small server.

Pages: 1 ... 4 5 [6] 7 8 ... 10
 
GamerC4 (22 views)
2015-08-22 20:38:50

GamerC4 (21 views)
2015-08-22 20:37:18

GamerC4 (24 views)
2015-08-22 20:37:01

Kefwar (26 views)
2015-08-22 18:07:24

GamerC4 (24 views)
2015-08-22 01:00:24

GamerC4 (36 views)
2015-08-22 01:00:17

GamerC4 (22 views)
2015-08-22 00:57:35

GamerC4 (24 views)
2015-08-22 00:56:59

BurntPizza (29 views)
2015-08-21 01:38:01

KaiHH (43 views)
2015-08-19 15:01:05
Rendering resources
by Roquen
2015-08-17 12:42:29

Rendering resources
by Roquen
2015-08-17 09:36:56

Rendering resources
by Roquen
2015-08-13 07:40:51

Networking Resources
by Roquen
2015-08-13 07:40:43

List of Learning Resources
by gouessej
2015-07-09 11:29:36

How Do I Expand My Game?
by bashfrog
2015-06-14 11:34:43

List of Learning Resources
by PocketCrafter7
2015-05-31 05:37:30

Intersection Methods
by Roquen
2015-05-29 08:19:33
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