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 81 
 on: 2013-05-22 01:32:01 
Started by novasharp - Last post by novasharp
If I am rendering a generally simple game (Not a high polycount for most objects and the few higher-poly items are, well, few.), should I try to go through using tessellation? It just seems fairly complicated and I don't know if I would need it.

 82 
 on: 2013-05-22 01:29:19 
Started by Slyth2727 - Last post by Slyth2727
Good point  Grin
Seriously? I say rotation += .1f * rotationSpeed * Gdx.graphics.getDeltaTime() and I get no movement nor any rotation. Why is my delta returning 0?

 83 
 on: 2013-05-22 01:27:51 
Started by Slyth2727 - Last post by Jimmt
Don't forget to throw delta in there Wink

 84 
 on: 2013-05-22 01:19:01 
Started by Slyth2727 - Last post by Slyth2727
Works great! All I needed to change was to add 90 to rotation and use sinDeg and cosDeg for degrees Smiley thanks

 85 
 on: 2013-05-22 01:07:39 
Started by Vermeer - Last post by SimonH
JGO needs a mission like a fish needs a bicycle.
Hang on, I thought our mission was: "To explore strange new libraries, to seek out new algorithms and new methodologies, to boldly go where no coder has gone before". Don't tell me I've been wasting my time - splitting the infinitive isn't easy!

 86 
 on: 2013-05-22 01:05:05 
Started by Slyth2727 - Last post by Longarmx
You can use
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yVelocity = sin(angle) * thrustPower
and
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xVelocity = cos(angle) * thrustPower
provided that you are measuring the angle from the horizontal.

(I think this is what you were asking, please tell me if not)

 87 
 on: 2013-05-22 00:58:16 
Started by hobbles - Last post by hobbles
Man wasted my time dickin around with this for a whole day.....

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switch(blockDescriptor)
      {
      case "white":   // <<<<<< Color
        g.setColor(GameRender.white);
         break;
      case "brown": // <<<<<<< Color
        g.setColor(GameRender.brown);
         break;
      case "grass": // <<<<<<< A whole day wasted
        g.setColor(GameRender.yellowGreen);
         break;
      case "denseGrass": // <<<<<<< A whole day wasted
        g.setColor(GameRender.grassGreen);
         break;
      }


Duh x 2    My playerX and Y along with the buffers are divided by tileSize already, so I needed to use the moveX and Y that I showed earlier. I guess I just needed some sleep lol.
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int moveX = 0, moveY = 0; // Needed this afterall
for(int y = PlayerChar.playerY - GameMain.yBuff; y < PlayerChar.playerY + GameMain.yBuff; y++)
      {
         for(int x = PlayerChar.playerX - GameMain.xBuff; x < PlayerChar.playerX + GameMain.xBuff; x++)
         {  
            block[x][y].render(g, moveX, moveY); // Not block[x][y].render(g, x * tileSize, y * tileSize);
           moveX += tileSize; //Needed this too
        }
         moveX = 0; // <<< These too \/\/\/
        moveY += tileSize;
      }


Now to fix all my tiles for the old engine to work with the new one.

 88 
 on: 2013-05-22 00:57:57 
Started by InfiniteCoder - Last post by InfiniteCoder
I am using LWJGL, and am pretty new to it, so I'll learn some stuff. It also wont be dynamic. It will be a game which revolves underground with wall torches as light.

 89 
 on: 2013-05-22 00:56:18 
Started by InfiniteCoder - Last post by davedes
If you are using LibGDX there is Box2DLights which will make your life easier. If you are using LWJGL then you have to learn about glBlendFunc to achieve the lighting in your screenshots; or shaders. And it won't be "dynamic" in the sense that objects won't affect the light -- for that you need to use meshes or shaders.

 90 
 on: 2013-05-22 00:54:15 
Started by heisenbergman - Last post by xsvenson
JVisualVM is a decent profiler bundled with JDK since... I actually dunno when, I assume jdk5.
When optimizing or looking for performance gains in java land, one should defenitly start by running this tool.

Refactoring is an evolutionary step in the life of the code. There is the refactoring-at-large, which is an overhaul of the design which is a "stop-the-world" process. This is the kind of code maintenance the client doesn't want to pay for since there is no viewable, touchable benefit, except for the developer.
Then there is the lower refactoring, which is abstracting the code and removing duplications and general health level maintenance. This is the "runtime" proccess, where You can refactor the code while activly developing and as such I'm doing pretty much as soon as I see a need.

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