Java-Gaming.org Hi !
Featured games (91)
games approved by the League of Dukes
Games in Showcase (805)
Games in Android Showcase (239)
games submitted by our members
Games in WIP (868)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: 1 ... 109 110 [111] 112 113 ... 216
  ignore  |  Print  
  What I did today  (Read 3675968 times)
0 Members and 3 Guests are viewing this topic.
Offline Ed_RockStarGuy
« Reply #3300 - Posted 2015-12-01 23:29:30 »

Finished building my new computer today Cheesy

AMD FX 8350, 8 core 4.2GHz
32gb DDR3 1866 MHz HyperX
1000w PSU
4X 120 gb SSD's in RAID
2x MSI GTX 970 4GB GPU's

It's beyond overkill but I love it Cheesy
Offline Opiop
« Reply #3301 - Posted 2015-12-01 23:34:12 »

An 8350 with all of that? Alright then.
Offline Ed_RockStarGuy
« Reply #3302 - Posted 2015-12-01 23:40:36 »

An 8350 with all of that? Alright then.
Not the worst :p but its cost me a arm and a leg and that's all ii could get xD but it never goes over 35% usage even on GTA 5 Smiley
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline kingroka123
« Reply #3303 - Posted 2015-12-02 00:25:55 »


Laser cut Java  ornament  Grin


Offline Archive
« Reply #3304 - Posted 2015-12-02 01:02:40 »

Slyth2727 's post inspired me to draw one of my favorite cars, the Porsche 911 993 GT2


Offline theagentd
« Reply #3305 - Posted 2015-12-02 01:18:05 »

An 8350 with all of that? Alright then.
Not the worst :p but its cost me a arm and a leg and that's all ii could get xD but it never goes over 35% usage even on GTA 5 Smiley
That CPU should work great in properly threaded games, which DX12 and Vulkan will enable. You will probably get CPU bottlenecked in many current-gen games though.

Myomyomyo.
Offline Slyth2727
« Reply #3306 - Posted 2015-12-02 03:47:01 »

I like it Archive! It's incredible how similar your style is to mine as it was about a year ago. I'd post some examples but I'm not home currently.
Offline Archive
« Reply #3307 - Posted 2015-12-02 04:16:23 »

I like it Archive! It's incredible how similar your style is to mine as it was about a year ago. I'd post some examples but I'm not home currently.
Thanks! I'd love to see some of your other art!

Offline Ed_RockStarGuy
« Reply #3308 - Posted 2015-12-02 09:18:55 »

An 8350 with all of that? Alright then.
Not the worst :p but its cost me a arm and a leg and that's all ii could get xD but it never goes over 35% usage even on GTA 5 Smiley
That CPU should work great in properly threaded games, which DX12 and Vulkan will enable. You will probably get CPU bottlenecked in many current-gen games though.

It seems to run brilliantly and everyone i know says i should go with a intel processor but they cost ~ 3x more, side by side the specs are better on the AMD processor AND it seems to be more stable at running large software packages at the same time (Compared with my friends Intel i7)
Offline ShadedVertex
« Reply #3309 - Posted 2015-12-02 10:03:03 »

Today I pretty much worked on rendering in chunks and world generation. It's coming along pretty nicely, I must say. I'll upload some pics tomorrow  Grin
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Ed_RockStarGuy
« Reply #3310 - Posted 2015-12-02 10:12:26 »

Today I pretty much worked on rendering in chunks and world generation. It's coming along pretty nicely, I must say. I'll upload some pics tomorrow  Grin

Whoever came up with the concept of chunking map tiles together is a god <3
Offline theagentd
« Reply #3311 - Posted 2015-12-02 11:15:11 »

It seems to run brilliantly and everyone i know says i should go with a intel processor but they cost ~ 3x more, side by side the specs are better on the AMD processor AND it seems to be more stable at running large software packages at the same time (Compared with my friends Intel i7)
Comparing specs between different generations of CPUs, let alone CPUs from different companies is a fatal mistake. Intel CPUs are significantly faster per clock, mostly due to having a better memory controller. I did some rather big experiments with threading performance of Intel and AMD CPUs. Intel CPUs have better performance per core than AMD CPUs and can reliably achieve 4x+ scaling when not memory bandwidth limited thanks to Hyper-threading hiding cache misses and branch mispredictions. AMD CPUs are slower per core (VERY important for the horribly threaded games we have today) and are much worse off when it comes to dealing with memory cache misses. With good cache locality and perfect threading (something you don't really get with Java) they can at best compete with an i7, but in my experience this is hard to achieve, especially with Java. xd

Myomyomyo.
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #3312 - Posted 2015-12-02 11:27:22 »

This is what my Java benchmark has to say on i7-4770K versus FX8350 (admittedly the 8350 scores were posted by crazy people running the chips at 4.7 to 5GHz).

http://www.headline-benchmark.com/cpu/6200036547362816/6323138900000768

Online SHC
« Reply #3313 - Posted 2015-12-02 13:53:30 »

Inspired from the previous drawings, I made this for my next game. A vampire head!



Of course, I can't draw better on paper, so I used InkScape.

Offline J0
« Reply #3314 - Posted 2015-12-02 15:28:31 »

Slyth2727 's post inspired me to draw one of my favorite cars, the Porsche 911 993 GT2
I particularly love how you drew its back! Pointing

Offline Ed_RockStarGuy
« Reply #3315 - Posted 2015-12-02 15:41:32 »

Just descovered potentialy the best quote on here xD

Back then i wonder if Marcus knew he would become a billionaire

Offline philfrei
« Reply #3316 - Posted 2015-12-02 21:17:22 »

Catching up on a couple weeks of posts on this thread. Amazing stuff, folks! I am in awe.

I got my "continuous" Shepard Tone generator working a while back (sounds pretty good! better than the version with note steps) but didn't upload it, because I thought it would be good to put in a volume control. This led to needing to change an Interface which broke the 20 and growing number of synths I have written. While doing the mods to the individual synths, I decided to bite the bullet and write an Abstract "CoreSynth" that would let me make these sort of modifications on the abstract class without having to rewrite all the synth classes. This was kind of scary and confusing as the Synth class itself has a number of internal classes, and I have mostly avoided using extends in preference to implements so far.

Am slowly picking my way through this. Unraveling and debugging the layers. I think the main synth (controls the polyphony) and the envelopes are handled, and now I'm working on the internal, individual Note class specifics. Am starting with a simple FM square-wave synth: one carrier, one modulator, 1:2 ratio. Maybe some of the basic syntax rules about overriding variables and methods will finally start to stick after messing with this. I've always found them easy to mess up, for example, when doing practice certification quizzes.

music and music apps: http://adonax.com
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #3317 - Posted 2015-12-02 21:44:01 »

I got my "continuous" Shepard Tone generator working a while back (sounds pretty good! better than the version with note steps) but didn't upload it, because I thought it would be good to put in a volume control. This led to needing to change an Interface which broke the 20 and growing number of synths I have written. While doing the mods to the individual synths, I decided to bite the bullet and write an Abstract "CoreSynth" that would let me make these sort of modifications on the abstract class without having to rewrite all the synth classes. This was kind of scary and confusing as the Synth class itself has a number of internal classes...

Down the rabbit hole Smiley

I have been stuck on the same task in Vangard for a week now. I keep chasing my tail trying to get a recipe system to work.

Offline Icecore
« Reply #3318 - Posted 2015-12-04 04:41:18 »

Trying living by schedule – some time like half month from now
its strange schedule – it don’t have static tasks like eat at 2 pm
but have 8 hrs of useful work at day (because I don’t have job ^^)
(its programming, art, music creation,  watch educational videos
etc any not full time wasting tasks)
(8 hrs no matter what or it go to minus in next days)
– yes it can be cheating by half hr on something bla-bla and write 1 hr
– but nothing bigger – because it's stupid to lie self =)

on today i have "- 29 hrs" (only 2 hr of programming yesterday ^^ add 6 to minus Wink)
need remove that minus by extra work XD

p.s And this is Hard - working on some Job and spend 8 hrs much easier, then spend same 8 hrs for own tasks  ^^

Last known State: Reassembled in Cyberspace
End Transmission....
..
.
Journey began Now)
Offline philfrei
« Reply #3319 - Posted 2015-12-04 19:40:45 »

I got my "continuous" Shepard Tone generator working a while back (sounds pretty good! better than the version with note steps) but didn't upload it, because I thought it would be good to put in a volume control. This led to needing to change an Interface which broke the 20 and growing number of synths I have written. While doing the mods to the individual synths, I decided to bite the bullet and write an Abstract "CoreSynth" that would let me make these sort of modifications on the abstract class without having to rewrite all the synth classes. This was kind of scary and confusing as the Synth class itself has a number of internal classes...

Down the rabbit hole Smiley

I have been stuck on the same task in Vangard for a week now. I keep chasing my tail trying to get a recipe system to work.

Rabbit hole seems like a good term, and it also seems to describe what a considerable learning/skill-building opportunity often looks like. I've never worked through use of extends/abstract to this degree, and have trouble visualizing such constructions (when inner classes are involved). Should be better at it once out the other end.

@ags1 -- I hope you are getting some traction on your interesting problem.

music and music apps: http://adonax.com
Offline ShadedVertex
« Reply #3320 - Posted 2015-12-05 02:33:10 »

I'm still working on world generation. I'm trying to create my own noise algorithm, instead of using Simplex or Perlin noise. I'm not referring to any tutorials or anything. I want this to be a challenge  Grin

I can safely say that it's going well. It's starting to look more and more natural Smiley

EDIT: The generation algorithm is fine, but the rendering process is too CPU-intensive. I can barely render an 18x18 world!

EDIT: I DID IT! I ACTUALLY DID IT! At first it wasn't looking very natural, though I could make out the hills and all, but now it looks just as smooth as Simplex/Perlin noise! Of course, it's way more CPU-intensive, but hey, it's my own algorithm...and I did it!
Offline J0
« Reply #3321 - Posted 2015-12-05 10:54:07 »

I DID IT! I ACTUALLY DID IT!
Now you need to post a pic of the result here Smiley

Offline ShadedVertex
« Reply #3322 - Posted 2015-12-05 12:05:37 »

Here you go...actually, wait. A couple of things I need to explain. Firstly, I can't render huge worlds (to be precise, 18x18 is the max world size) so don't blame me. Still, you can make out the formations. Also, I set the minimum height to 15 blocks, so you can only see small hills and not awesome mountains. However, if I manage to optimise the generation and rendering process, I might be able to show you guys mountains!

I'm really proud of myself because I'm an OpenGL newbie and I never expected that the low-level API would be so easy to use. I hope you guys like the screenshots  Cheesy

By the way, the first image only shows the surface being rendered. And yes, this is my own algorithm Grin Yippee!








Offline Phased
« Reply #3323 - Posted 2015-12-05 12:25:00 »

If you are using VBO's you should definetly be able to do more then 18x18x15.

I recently made this



With a world size of 15*15*3 chunks, where each chunk was 16*16*16, but there is only 1311561 solid blocks, the rest are air, gives about 55 fps.

It is pretty poorly optimised, I could increase the performance by a lot if I spent the time on it. it currently completely renders every block.

to struggle to render 18x18x15, you must be doing something extremely wrong in your rendering, or your computer is very under powered.

If you are using VBO's,  try and minimise the amount of VBO's you are drawing per call, this is the only optimisation that I implemented in mine.

Another would be to only render blocks that are exposed to an air block. (I did not do)

The next would be to only render the faces that are exposed to an air block. (I did not do)
Offline ShadedVertex
« Reply #3324 - Posted 2015-12-05 13:11:51 »

Well, I only render blocks which are exposed to air, as you mentioned. And I am using VBOs, though I'm not sure how you're rendering that many blocks. I don't understand. My computer isn't very underpowered, either. From what I learnt, VBOs are just objects you store in VAOs and VAOs are what represent the models. So doesn't that mean I'm actually rendering VAOs and not VBOs?

What I'm doing every frame is...well, every block is the same VAOs, just with different textures and transformations (translation, rotation, scale (though they are all of the same scale)). So every frame I enable the attribute lists of the VAO. Next, I loop through every block, load their respective transformation matrices and render them (using glDrawElements(), not glDrawArrays()). I render the blocks individually, which means every frame I'm calling the render() method about 1000 times, then I unbind the VAO and disable its attribute lists.

The only optimization that can be made would be to reduce the number of draw calls every frame. If that's what you meant, then how do I accomplish this? Instanced rendering, perhaps?
Offline Phased
« Reply #3325 - Posted 2015-12-05 13:31:25 »

My first iteration of the engine worked kinda like yours, because I was reusing my Model class, which was mainly for the use of loading .obj files and rendering them, and only 1 model would fit into one VBO (or 1 model fitted into multiple VBO's when it required multiple texture files).

I created one Model which was my cube, and rendered it for each block, changing its texture and its model matrix.

My second iteration then kept the same rendering code, but removed blocks that were not visible. This increased its FPS, but made the FPS very unstable, where the FPS was halfing for a few seconds, before returning back to normal FPS for a while.

My third iteration with SHC's help, as I didn't even notice I was doing it, I was getting the FloatBuffer of the matrix each frame, which was the cause of the very unstable fps, after the fix, it kept it stable.

My fourth iteration, was I seperated the code into chunks to reduce draw calls. every 16x16x16 blocks was put into a chunk, where I then put all those blocks inside one VBO.

So now instead of 409600 draw calls to render 160x16x160 blocks, it was now done in 100 draw calls, which gave a huge improvement. from about 6fps (first iteration) to 30fps (3rd iteration) to 142fps (fourth iteration).

EDIT:
Removed some lies, because I forgot the world size dimensions I used.
Offline ShadedVertex
« Reply #3326 - Posted 2015-12-05 13:36:49 »

Forgive me, but I do not understand. I mean, VBOs are just objects to store data. I thought VAOs are the ones being drawn and VBOs are just data objects to be stored in VAOs. What do you mean when you say you're drawing VBOs? Aren't you actually drawing VAOs?
Offline Phased
« Reply #3327 - Posted 2015-12-05 13:39:31 »

well, yes, I just always call them a VBO out of habit.

using the same way as you are to render, glDrawElements(...).

So 1 VAO per chunk, which is still 1 VBO per chunk.
Offline ShadedVertex
« Reply #3328 - Posted 2015-12-05 13:45:45 »

But wait, how can you make it all one VAO if the blocks have different textures? In each chunk there can be stone or grass blocks, so how can you make it one VAO?
Offline Phased
« Reply #3329 - Posted 2015-12-05 13:49:20 »

I am using a spritesheet.

You want as little binding as you can, and if you are using small enough texture files, you dont need 1 texture per file.

As I have 3 textures (stone, dirt and grass), all at 16x16 size. I can just pack them into a texture (I chose 256x256, so I can fit more textures if I desire).

You then can work out the new UV coordinates by a few lines of code to produce the UV coordinates for a certain 16x16 area in a 256x256 texture.

This now means I only need 1 texture bind, and I can have a lot of different blocks into one VAO.
Pages: 1 ... 109 110 [111] 112 113 ... 216
  ignore  |  Print  
 
 

 
Riven (587 views)
2019-09-04 15:33:17

hadezbladez (5528 views)
2018-11-16 13:46:03

hadezbladez (2410 views)
2018-11-16 13:41:33

hadezbladez (5790 views)
2018-11-16 13:35:35

hadezbladez (1231 views)
2018-11-16 13:32:03

EgonOlsen (4669 views)
2018-06-10 19:43:48

EgonOlsen (5687 views)
2018-06-10 19:43:44

EgonOlsen (3205 views)
2018-06-10 19:43:20

DesertCoockie (4104 views)
2018-05-13 18:23:11

nelsongames (5123 views)
2018-04-24 18:15:36
A NON-ideal modular configuration for Eclipse with JavaFX
by philfrei
2019-12-19 19:35:12

Java Gaming Resources
by philfrei
2019-05-14 16:15:13

Deployment and Packaging
by philfrei
2019-05-08 15:15:36

Deployment and Packaging
by philfrei
2019-05-08 15:13:34

Deployment and Packaging
by philfrei
2019-02-17 20:25:53

Deployment and Packaging
by mudlee
2018-08-22 18:09:50

Java Gaming Resources
by gouessej
2018-08-22 08:19:41

Deployment and Packaging
by gouessej
2018-08-22 08:04:08
java-gaming.org 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‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!