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 51 
 on: 2015-05-25 13:15:46 
Started by DavidBVal - Last post by EgonOlsen
Another issue that makes me play less is that I have actually no real clue what to do next. The lore seekers won't let me in and I have no idea how to improve my reputation among them. And the other open quests leave me clueless either...

 52 
 on: 2015-05-25 13:11:35 
Started by SauronWatchesYou - Last post by SauronWatchesYou
It's working! Smiley I just spent 30 mins rewriting everything

I followed what Cougar said (It seemed simpler for what I need right now) and it all works! The code needs to be changed as it's a little messy right now and I need to figure out if there is a better way of drawing the shadows over the tiles. I'm currently drawing sprites over them as this allows easy manipulation of the alpha values

Edit: I hate code ._.
Stupid player lighting now means that once he walks into an area it stays lit forever

Second edit:
I'm actually going to keep this style of lighting I think, I actually think it works pretty well for my dungeon explorer style game. I'm defiantly going to try using shaders next time for this sort of stuff (I'm just not very good with math persecutioncomplex)

 53 
 on: 2015-05-25 12:50:25 
Started by tommohawkaction - Last post by tommohawkaction
Yes dude my code is working... no need for culling faces yet...

Not sure you understand what i meant
"Okay been working on this all day now and i have got no where other then a plane (with colour) on the ground however for me to get this to work i had to create my own shader and make a transformation matrix using a method i made in LWJGL.. I thought libgdx had all the basic stuff done?

I am now struggling with textureing as the Texture class doesnt allow you to access its  ID but you can bind it but that doesnt work as i need to tell the shader which texture to draw using its ID... ahhhhhhhhh  Angry

JUST IN CASE YOU DIDN'T SEE IT LOL"


^^ I cant seem to get textures working and another problem i am facing is debating is "rendering" not just rendering
I mean advance rendering and keeping it smooth becuase rendering a mesh over and over again is not a good idea what i should be doing is binding the mesh and rendering all instances of this mesh and then unbinding the mesh but libgdx doesnt allow you to do this?Huh

 54 
 on: 2015-05-25 12:31:53 
Started by Baseball435 - Last post by Riven
I'm way too busy to turn my semi-rant-style into proper educational material. Pointing

 55 
 on: 2015-05-25 12:16:07 
Started by Baseball435 - Last post by princec
You know, I think a wiki page about networking with a Java flavour would be a welcome topic.

Cas Smiley

 56 
 on: 2015-05-25 12:10:49 
Started by DavidBVal - Last post by DavidBVal
I'll come back to this...at the moment, The Witcher 3 needs all my attention... Grin

Hehehe, understood, take your time, I don't want to burn out my best testers too early...

however new testers are always welcome, guys. Wink

by the way:

v.0.4.720  -  24/5/15

-Added new quest in Jabal.
-Fixed quest Forgotten Lore, which could become bugged if you walked into certain dungeon too early. If you did it, the quest will be fixed when you load.
-Fixed stacking bug related to Take all button on full inventory.
-Fixed the collisions in Gorx Lair.
-Balance: monsters will be slightly stronger now in levels 5+.

Full changelog here

 57 
 on: 2015-05-25 12:01:28 
Started by Baseball435 - Last post by Riven
... and the advantage would be blocking behaviour, for both reads and writes.

The code complexity increases quickly, even for trivial cases, like prefixing a length to a payload.

With a blocking API, it would be along the lines of:
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public void writePacket(byte[] payload, OutputStream out) {
   if(payload.length >= 64*1024)
      throw new IllegalArgumentException("payload too big");
   dos = new DataOutputStream(out);
   dos.writeUnsignedShort(payload.length);
   dos.write(payload);
}

public byte[] readPacket(InputStream in) {
   dis = new DataInputStream(in);
   int len = dis.readUnsignedShort();
   byte[] payload = new byte[len];
   dis.readFully(payload);
   return payload;
}


With a non-blocking API, you'd be looking at state machines, keeping track of various things, including whether you've read too few or even too many bytes, timeouts, etc. With blocking IO you can just shove a BufferedInputStream/BufferedOutputStream in the middle to minimize jumping into kernel-space too often. Reproducing that behaviour with NIO will mean writing a few hundred lines of code, that will be horribly broken, if written by a novice. When using non-blocking IO as a novice, you pretty much have to resort to network libraries that do the heavy lifting for you, even for the most trivial case like the one described above.

As long as many JGO members get confused by terms as buffer.flip(), buffer.rewind(), buffer.clear(), NIO would be way beyond their capabilities, at that point in time.

 58 
 on: 2015-05-25 11:54:44 
Started by Baseball435 - Last post by princec
I'd say you could comfortably handle a couple of hundred clients with normal threads nowadays.

Cas Smiley

 59 
 on: 2015-05-25 11:25:14 
Started by Baseball435 - Last post by theagentd
Why do people use thread per connection? Iv been told a million times, it's not recommended unless you're doing some sort of Chat program.
A multiplayer game with 8-16 players could easily be implemented with threads without any disadvantage.

 60 
 on: 2015-05-25 11:18:32 
Started by Baseball435 - Last post by Eobard Aviles
Why do people use thread per connection? Iv been told a million times, it's not recommended unless you're doing some sort of Chat program.

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List of Learning Resources
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2015-05-05 10:20:32

How to: JGO Wiki
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2D Dynamic Lighting
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2015-01-01 20:25:42

How do I start Java Game Development?
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Resources for WIP games
by kpars
2014-12-18 10:26:14

Understanding relations between setOrigin, setScale and setPosition in libGdx
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2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
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