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  What I did today  (Read 3664059 times)
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Offline Roquen

JGO Kernel


Medals: 518



« Reply #4290 - Posted 2016-05-24 07:21:54 »

Ran across this algo visualizer: http://jasonpark.me/AlgorithmVisualizer/
Offline Mac70
« Reply #4291 - Posted 2016-05-24 21:31:22 »

Posted minimal JOGL in JavaFX example: http://www.java-gaming.org/?action=pastebin&id=1451

From other stuff - I did some work on my little Java-inspired language, finished scanning and lexing stuff already:

Offline Ecumene

JGO Kernel


Medals: 200
Projects: 4
Exp: 8 years


I did not hit her! I did not!


« Reply #4292 - Posted 2016-05-25 01:32:26 »


Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline elect

JGO Knight


Medals: 76



« Reply #4293 - Posted 2016-05-25 09:13:38 »

Posted minimal JOGL in JavaFX example: http://www.java-gaming.org/?action=pastebin&id=1451

Cool, just one question, what about a keylistener? I tried to add the awt key listener on the gljPanel but I never managed to get the right key code, it was always 0. I did get instead the char ESC for the escape button but I have no idea how can I detect/match it...

Then I tried implementing it on the javaFX Scene instead, like here and it worked
Offline Mac70
« Reply #4294 - Posted 2016-05-26 01:23:04 »

Swing listeners are problematic, but JavaFX ones should work just fine.
Offline princec

« JGO Spiffy Duke »


Medals: 1146
Projects: 3
Exp: 20 years


Eh? Who? What? ... Me?


« Reply #4295 - Posted 2016-05-26 08:12:25 »

Who is it that's in charge of the direction JavaFX is taking at the moment? I'd quite like to get some sort of dialogue going with them about a few subtle changes I'd like them to get into the API, because JavaFX's wasted potential makes me sad.

Cas Smiley

Offline J0
« Reply #4296 - Posted 2016-05-26 09:57:36 »

I remember there must be some way to contact them somewhere on Oracle's JavaFX page
(Sorry I'm not willing to search the page though Roll Eyes )

J0 Smiley

Offline thedanisaur

JGO Knight


Medals: 59



« Reply #4297 - Posted 2016-05-27 05:22:19 »

Becoming a Pilot: Day 1  Grin

Every village needs an idiot Cool
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #4298 - Posted 2016-05-27 06:51:54 »

Whatever happened to: We Shall Wake?

Offline theagentd
« Reply #4299 - Posted 2016-05-27 07:14:59 »

Whatever happened to: We Shall Wake?
We're working on it. I'll have a brand new super dynamic terrain system ready soon. The problem is that I have exams until mid-June, but the updates should start flowing after that.

Myomyomyo.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline princec

« JGO Spiffy Duke »


Medals: 1146
Projects: 3
Exp: 20 years


Eh? Who? What? ... Me?


« Reply #4300 - Posted 2016-05-27 08:44:54 »

...unless I enslave you.

Cas Smiley

Offline theagentd
« Reply #4301 - Posted 2016-05-27 16:29:52 »

<a href="http://www.youtube.com/v/755-fFD6hb0?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/755-fFD6hb0?version=3&amp;hl=en_US&amp;start=</a>

Myomyomyo.
Offline Slyth2727
« Reply #4302 - Posted 2016-05-28 00:54:50 »

I'm officially a high school senior now. Can't wait to get out of here!
Offline FabulousFellini
« Reply #4303 - Posted 2016-05-28 01:24:44 »

I'm officially a high school senior now. Can't wait to get out of here!

Enjoy that while you can.  It only gets harder lol.

-FabulousFellini
www.fabulousfellini.com
Offline DrHalfway
« Reply #4304 - Posted 2016-05-28 02:35:21 »

I'm officially a high school senior now. Can't wait to get out of here!

Stay in school, for as long as you can.

Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #4305 - Posted 2016-05-28 16:37:45 »

Started making movement trays for my rat army. Looking forward to my first game of warhammer in 30 years Smiley


Offline Kefwar
« Reply #4306 - Posted 2016-05-28 21:18:17 »

Hello JGO,

This is not really a 'What I did today', but more a 'What I did last week'. Still I think it's worth posting in here  Wink
I've been working on ambient light for my laptop. The LED strip is currently just dropped behind the screen for testing purposes, but it looks quite okay if you ask me.
<a href="http://www.youtube.com/v/YrDubXQDrTE?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/YrDubXQDrTE?version=3&amp;hl=en_US&amp;start=</a>
A Java application sends color data to an Arduino Uno R3 board to control a digital LED strip to simulate the ambient light. For the communication I'm using the RXTX library.

(sorry for poor video + audio  Undecided)

Offline J0
« Reply #4307 - Posted 2016-05-29 10:38:47 »

Hi lads! Smiley

I finally finished — or rather nearly finished — my decent bone animation tool! And I'm super happy with it, too. Hopefully I'll be able to, at last, make not-too-bad looking running animations Pointing And a hell lot of other things, too!

Here's how I initially tried to make animations persecutioncomplex

full size

Then I moved on to:

full size
(even Imgur thinks it's stupid, the pic link says "LOwlL")

And now I finally have:

full size

J0 Smiley

Offline kingroka123
« Reply #4308 - Posted 2016-05-29 11:40:02 »

I graduated high school yesterday  Cheesy
Offline theagentd
« Reply #4309 - Posted 2016-05-30 12:18:03 »

I made a small test for testing how the Nvidia driver performs waits. It turns out it does spin-loops with yields.

I wrote a program that cleared the screen, then called glDrawArrays(GL_POINTS, 0, 10_000_000) to draw 10 million points (to give the GPU some work the CPU can wait on), then finally called glFenceSync() to create a sync object. I then fired up 6 threads, each with their own shared OpenGL context, and had them wait on the sync objects the main thread produced. The result: 100% CPU load on my quadcore with Hyperthreading (8 threads). Why? We have one main thread stuck on glfwSwapBuffers() waiting on the GPU to finish drawing, one driver server thread waiting for the main thread to produce more work for it, and finally wait threads that call glClientWaitSync() to wait for the GPU to finish as well. All these 8 waits seem to do spin loops, hence taking up 100% of all 8 cores together.

However, this CPU load barely interferes with other work. I ran a multithreaded sorting test which uses 100% of all CPU cores to sort lists in parallel, and the performance of that program was not significantly affected by running the sync test at the same time (just some stuttering every now and then). This leads me to conclude that these spin loops also do yields, allowing other threads to get time to work. This is also supported by the fact that the CPU doesn't get particularly warm while running the sync test. Basically, Nvidia's driver's waiting operation looks like this:

1  
2  
3  
while(notYetReady){
    yield();
}


I wonder if Vulkan also does spin loops like this on fences... I'd guess so.

Myomyomyo.
Offline J0
« Reply #4310 - Posted 2016-05-30 17:59:36 »

For the first time today I wrote code to generate loading/reading/rendering specific code as String.
It turned out easier than I thought, although you do get a lot of
\t
's everywhere Smiley
1  
2  
3  
4  
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7  
8  
9  
10  
11  
12  
13  
14  
15  
snippet += n + "\t\trT += speed;"+n+
                  "\t\ttime = (int)rT;"+n+
                  n+
                  "\t\tif(speed == 0){//Back to time = 0."+n+//Generated code is even commented! :p
                     "\t\t\tif(rT < " + (Timing.maxT/2) + "){"+n+
                        "\t\t\t\trT /= 4;"+n+
                        "\t\t\t\tif(rT < 1)"+n+
                           "\t\t\t\t\trT = 0;"+n+
                     "\t\t\t}else{"+n+
                        "\t\t\t\trT += (" + Timing.maxT + "-rT) / 4;"+n+
                        "\t\t\t\tif(rT > " + (Timing.maxT-1) + ")"+n+
                           "\t\t\t\t\trT = 0;"+n+
                     "\t\t\t}"+n+
                     "\t\t\ttime = (int)rT;"+n+
                  "\t\t}"+n;//etc..

(Note: these
+n+
's everywhere are treated almost as
\n
's although it's the platform specific line separator obtained from
System.getProperty("line.separator")
because of how I'm using the generated code)


J0 Smiley

Offline ClaasJG

JGO Coder


Medals: 43



« Reply #4311 - Posted 2016-05-30 18:00:50 »

I recommend a template engine Wink

-ClaasJG

My english has to be tweaked. Please show me my mistakes.
Offline J0
« Reply #4312 - Posted 2016-05-30 18:01:47 »

I mean yeah, could've used that Grin

Offline SHC
« Reply #4313 - Posted 2016-05-31 06:45:12 »

I just finished android port of SilenceEngine, and also wrote JNI bindings to OpenAL soft and STB vorbis using SWIG.



https://github.com/sriharshachilakapati/SilenceEngine/tree/silenceengine-1.0.1
https://github.com/sriharshachilakapati/AndroidOpenAL

Offline Opiop
« Reply #4314 - Posted 2016-05-31 17:23:26 »

I graduated high school yesterday  Cheesy
That first day of "freedom" after high school is finished was amazing. Enjoy your summer! And do good in college if you're going, study hard and all that.
Offline theagentd
« Reply #4315 - Posted 2016-05-31 19:12:42 »

Did another test with multithreaded OpenGL, this time with texture streaming. I decided to quickly investigate a problem where the texture streaming was seemingly being limited to loading 1 texture per rendered frame, even though there shouldn't be any synchronization with the rendering thread.

I made a small program that continuously allocates a texture, maps a PBO and fills it with zeros, calls glTexImage2D() to copy data from the PBO to the texture object, then finally waits for completion using 3 different methods (glFinish() (on the streaming thread), glClientWaitSync() and glGetSynci()+sleep(1)). All 3 suffered from the same problem: glFinish() would block, glClientWaitSync() would block and glGetSynci() would not be signaled until rendering had completed it seems. It seems like despite them being two separate contexts, one dedicated to texture streaming, the commands all go to the same command queue, forcing the texture streaming to wait for the rendering as well. It's clear that the texture streaming is done in parallel (there's no FPS impact), so their scheduling/the way the driver handles them seems to be the problem, so completion isn't signalled until the render context is done drawing stuff. By uploading 128x128 textures repeatedly while drawing 20 000 000 points per frame at around 5 FPS, I got this horrible output:

Quote
Texture 102 of thread 0 uploaded in 214.679ms (215x sleep(1)).
Texture 103 of thread 0 uploaded in 312.657ms (313x sleep(1)).
Texture 104 of thread 0 uploaded in 243.695ms (244x sleep(1)).
Texture 105 of thread 0 uploaded in 405.697ms (406x sleep(1)).
Texture 106 of thread 0 uploaded in 196.509ms (197x sleep(1)).
Texture 107 of thread 0 uploaded in 402.656ms (403x sleep(1)).
Texture 108 of thread 0 uploaded in 201.653ms (202x sleep(1)).
Texture 109 of thread 0 uploaded in 0.644ms (1x sleep(1)).
Texture 110 of thread 0 uploaded in 485.148ms (167x sleep(1)).
Texture 111 of thread 0 uploaded in 250.718ms (251x sleep(1)).
Texture 112 of thread 0 uploaded in 442.669ms (443x sleep(1)).
Texture 113 of thread 0 uploaded in 152.663ms (153x sleep(1)).
Texture 114 of thread 0 uploaded in 362.389ms (195x sleep(1)).
Texture 115 of thread 0 uploaded in 147.939ms (148x sleep(1)).
Texture 116 of thread 0 uploaded in 544.271ms (250x sleep(1)).

while the same thing when drawing 20 000 points @ 2700 FPS gave me:
Quote
Texture 7368 of thread 0 uploaded in 0.795ms (1x sleep(1)).
Texture 7369 of thread 0 uploaded in 0.785ms (1x sleep(1)).
Texture 7370 of thread 0 uploaded in 0.789ms (1x sleep(1)).
Texture 7371 of thread 0 uploaded in 0.793ms (1x sleep(1)).
Texture 7372 of thread 0 uploaded in 0.816ms (1x sleep(1)).
Texture 7373 of thread 0 uploaded in 0.76ms (1x sleep(1)).
Texture 7374 of thread 0 uploaded in 0.827ms (1x sleep(1)).
Texture 7375 of thread 0 uploaded in 0.796ms (1x sleep(1)).
Texture 7376 of thread 0 uploaded in 0.807ms (1x sleep(1)).
Texture 7377 of thread 0 uploaded in 0.792ms (1x sleep(1)).
Texture 7378 of thread 0 uploaded in 0.814ms (1x sleep(1)).
Texture 7379 of thread 0 uploaded in 0.787ms (1x sleep(1)).
Texture 7380 of thread 0 uploaded in 0.779ms (1x sleep(1)).
Texture 7381 of thread 0 uploaded in 0.794ms (1x sleep(1)).
Texture 7382 of thread 0 uploaded in 0.808ms (1x sleep(1)).
Texture 7383 of thread 0 uploaded in 0.795ms (1x sleep(1)).
Texture 7384 of thread 0 uploaded in 0.767ms (1x sleep(1)).
Texture 7385 of thread 0 uploaded in 0.812ms (1x sleep(1)).
Texture 7386 of thread 0 uploaded in 0.795ms (1x sleep(1)).
Texture 7387 of thread 0 uploaded in 0.809ms (1x sleep(1)).
Texture 7388 of thread 0 uploaded in 0.792ms (1x sleep(1)).

Hence, it's clear that it's impossible to get completely separated rendering and texture streaming. I will try to rework our texture streaming a bit to lessen the impact of this limitation in the future. If I have a big PBO allocated already, it's a waste to upload a 128x128 mipmap and then sync with the rendering. Instead, instead of waiting for the job to finish, I will simply continue uploading textures to the PBO's free sections, only stopping if I run out of PBO memory. Once an action completes, the memory us used in the PBO can be reused again. If I have enough space in my PBO to a 4096x4096 RGBA texture (64MB), I can also upload a whooping 1024 128x128 texture in one frame as well, and I'm fairly sure the actual streaming from the harddrive will be the problem at that point. =P

It'll be interesting to see how this performs compared Vulkan dedicated transfer queues. Presumably those will be completely independent of the rendering queue(s) and won't have this problem.

Myomyomyo.
Offline elect

JGO Knight


Medals: 76



« Reply #4316 - Posted 2016-05-31 20:15:16 »

You may want to try immutable storage and allocating multiple (3x) textures (a kind of ring buffer)
Offline FabulousFellini
« Reply #4317 - Posted 2016-05-31 21:28:28 »

I got a good pong clone working on android, so now I'm going to start working on porting my game Arc (in the showcase) over to it.   Hopefully I'll knock a lot of it out tomorrow and put it up on Google Play soon.

-FabulousFellini
www.fabulousfellini.com
Offline delt0r

JGO Wizard


Medals: 145
Exp: 18 years


Computers can do that?


« Reply #4318 - Posted 2016-06-04 00:09:48 »

Well long time no post. Basically got caught with my pants down on when things are needed to be submitted for PAX down under. As a result I have had a big change in direction. Been coding like a crazy man for the last week or so. Quite happy with the progress, we may just pull it off. Cheesy It is yet another dungeon runner for what it is worth. Yea it is a tough crowed and a crowed genre but in terms of the technical aspects it is the easiest for me to do, while still permitting the unique things i feel i can bring to the table.
http://imgur.com/HYIMpBw
All place holder art is the blender default cube Cheesy

I have no special talents. I am only passionately curious.--Albert Einstein
Offline FabulousFellini
« Reply #4319 - Posted 2016-06-04 00:15:29 »

I put up a new demo under my Dodger Dog WIP thread, it's on the last post at the bottom.  I would appreciate if anyone tried to play it and gave me some feedback!  Have a good weekend everyone.

-FabulousFellini
www.fabulousfellini.com
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