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Pages: 1 ... 8 9 [10]
 91 
 on: 2015-03-28 15:50:06 
Started by RKJ - Last post by skys0ldier
just divide delta through 17 and you have your update factor.
For example:

player speed is 10. if delta is 17 (optimum) you calc:

player.position += 10 * 17 / 17

so plus ten. if your game sleeps longer for example delta = 34,
delta / 17 is 2 and your player would move twice as fast in this frame.

 92 
 on: 2015-03-28 15:48:16 
Started by RKJ - Last post by skys0ldier
actually it is okay, but you have to factor the delta value in your update() method.

 93 
 on: 2015-03-28 15:39:08 
Started by Stranger - Last post by Stranger
They could make "System-and Application-Specific Heuristics", for example.  Smiley

 94 
 on: 2015-03-28 15:38:58 
Started by ii8 - Last post by atombrot
How do you start your game with spring framework?

If you want to understand how LibGDX is structured it's probably best you create a project with the libgdx setup and try to fiddle around with it a bit.

When you generate your libgdx project, you have one main project containing your game code and you have separate projects for each target environment (desktop, android, web etc.). You can find *Launcher.java files in the target projects.

This is the startup code from my DesktopLauncher.java

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   LwjglApplicationConfiguration config = new LwjglApplicationConfiguration();
   config.width = 800;
   config.height = 600;
   new LwjglApplication(new Matcher(), config);


In this case Matcher is my main class extending ApplicationAdapter. I think this should be what you need to start your LibGDX application.

Just one thing to consider if you want to use spring. I am not 100% sure but I could imagine that it won't work (or will be a pain to port) with android and web projects. If you don't care about these platforms then you should be fine, otherwise I would investigate if you can even use it and if yes how hard it will be. Could save you some time in the long run.

 95 
 on: 2015-03-28 15:29:05 
Started by Stranger - Last post by Longarmx
What's so weird with those? All they are doing is describing the paper like a title should. If you want more names like this, look up patents Pointing

 96 
 on: 2015-03-28 15:17:33 
Started by Stranger - Last post by Stranger
It seems some people intentionally invent the weird names for the articles or terms, e.g.:

Compiling for Resource-Constrained Platforms using ASSHes:
Application-and System-Specific Heuristics


EDIT: I don't want to say anything bad about the paper itself. It's very informative.

 97 
 on: 2015-03-28 15:10:13 
Started by RKJ - Last post by Elsealabs
Check out this guide! http://www.java-gaming.org/index.php?topic=24220.0  Smiley

 98 
 on: 2015-03-28 15:08:58 
Started by RKJ - Last post by RKJ
This game loop that I have implemented is not constant. I want my program to run at 60 frames per second. Basically I need to make the Thread sleep for 17 milliseconds after each frame, but sometimes it sleeps more that 17 milliseconds, this makes my game jittery. What should I do to make a more efficient game loop?

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public class GamePanel extends JPanel implements Runnable {

   
   @Override
   public void run() {
      currentTime = System.currentTimeMillis();
      prevTime = currentTime;
      while(true) {
         repaint();
         upd();
         try {
            Thread.sleep(17);
         } catch(InterruptedException e) {
            e.printStackTrace();
         }
         prevTime = currentTime;
         currentTime = System.currentTimeMillis();
         delta = currentTime - prevTime;
         System.out.println(delta);
      }
   }
}

 99 
 on: 2015-03-28 14:51:02 
Started by phu004 - Last post by bornander
This is really cool!
Very well done, keep up the good work!

 100 
 on: 2015-03-28 14:49:41 
Started by skys0ldier - Last post by Roquen
Understand sweep-and-prune on a uniform grid.  Search the forum I've done a verbal write-up.  Quad-tree's are the same.  The key notion is to be edge based instead of child based.

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