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 « Reply #4980 - Posted 2016-11-19 22:09:25 »

There are 502 zeros.

The question is asking for the consecutive zeros at the end of 2016! <-- notice the factorial

SkyAphid
 « Reply #4981 - Posted 2016-11-19 22:15:18 »

Heh, that's pretty funny actually lol

it just werks
ra4king

JGO Kernel

Medals: 508
Projects: 3
Exp: 5 years

I'm the King!

 « Reply #4982 - Posted 2016-11-20 09:22:35 »

The trick is to count how many multiples of 5 there are in the series of numbers + how many multiple of 25 + multiples of 125 + ....

2016! has 403 multiples of 5 + 80 multiples of 25 + 16 multiples of 125 + 3 multiples of 625 = 502 zeroes.

The reason for this is you can pair up any multiple of 5 with an even number to get a zero. 25 is 5*5 so there's an extra 5. 125 is 5*5*5 so it's a multiple of 5 and 25 and has an extra 5.

ReBirth
 « Reply #4983 - Posted 2016-11-20 12:30:33 »

Hi, i think almost half year since my last activity here? :O

Productive part: researching gossip and consensus protocol (work thingy)

Unproductive part: Halo 3 ODST

CoDi^R
 « Reply #4984 - Posted 2016-11-20 21:01:31 »

I used noctarius' borabora library to write a simple & easy to use archive (.pak file) format.

The CBOR graph basically just mirrors a folder structure. Files are zip-compressed and stored as byte sequences. They are also XXH64 hashed (via LWJGL3 bindings) on the fly during (de-)compression for easy file validation.

First tests with a game asset archive of ~120 MB (raw data: 280 MB, zipped data: 70 MB) look promising. The reader memory-maps the archive, and borabora's queries seem nice&fast enough for pretty well performing lookups. I'll see how well it performs when I get to put all of that into use with Pathway.

That's the reader's full public API so far:

 1  2  3  4  5 `try (PakFileArchive archive = new PakFileArchive(Paths.get("archive.pak"))) {      ByteArrayOutputStream bytes = new ByteArrayOutputStream();      archive.read(Paths.get("path/to/asset/inside/archive.txt"), bytes);      System.out.println(bytes.toString());}`

Robotality - steamworks4j - @code_disaster - codi^r @ #java-gaming
Roquen

JGO Kernel

Medals: 518

 « Reply #4985 - Posted 2016-11-24 18:14:54 »

Oh!  Never saw this flaw.  https://t.co/jgra2x0dZX
KaiHH

JGO Kernel

Medals: 796

 « Reply #4986 - Posted 2016-11-24 18:18:50 »

Interesting. Also interesting that Eclipse's compiler does flag the Unsound class on page 3 as an error:
Quote
The method upcast(Unsound.Constrain<U,B>, B) in the type Unsound.Bind<U> is not applicable for the arguments (Unsound.Constrain<U,capture#1-of ? super T>, T)

EDIT: About javac. Yeah, javac of 1.8.0_112-b15 SDK says everything is okay with the Unsound class.
Roquen

JGO Kernel

Medals: 518

 « Reply #4987 - Posted 2016-11-24 18:42:23 »

I hadn't tried it yet.  You try javac?
Roquen

JGO Kernel

Medals: 518

 « Reply #4988 - Posted 2016-11-24 18:55:37 »

Interesting...that probably mean this isn't new to everyone.  (I get the same error BTW...but no surprise I've the latest eclipse).

EDIT: Figure 3 does compile, but not Figure 4.
ra4king

JGO Kernel

Medals: 508
Projects: 3
Exp: 5 years

I'm the King!

 « Reply #4989 - Posted 2016-11-25 05:39:55 »

IntelliJ gives me an error at the bind.upcast call saying parameter B is not within its bounds, should extend U.
Javac compiles without a problem though, and I get the ClassCastException.

J0
 « Reply #4990 - Posted 2016-11-25 11:42:28 »

Wrote a cheap real time 60FPS smoke generator (kinda like cigarettes or candles)
Jitter and bad framerate in the following gifs are not my fault

FabulousFellini
 « Reply #4991 - Posted 2016-11-25 17:42:40 »

I put in the buttons on my arcade cabinet.  It's coming along nicely!  The buttons all worked right away, so that was cool.  Here's a pic of them:

And here's a pic of it put together playing my Arc game:

Next up-putting the t-molding on and putting in the speakers.

-FabulousFellini
www.fabulousfellini.com
Kefwar
 « Reply #4992 - Posted 2016-11-25 22:04:39 »

Yesterday and today I've worked on my rendering pipeline, and especially the lightning part:
In this test scene I placed 256 spheres which represent lights, which are either point lights or spot lights. For the spot lights, I add every update cycle a random fraction to the x, y, and z axis of the direction and renormalize them to get some random displacement (some may be facing upwards in the video  ).
I'm using deferred rendering with (currently) one pass per light source. I'm going to optimize this a bit, but it's a good start. The lightning itself is based on the phong model.

cylab

JGO Kernel

Medals: 195

 « Reply #4993 - Posted 2016-11-26 00:07:20 »

I put in the buttons on my arcade cabinet.  It's coming along nicely!  The buttons all worked right away, so that was cool.
Nice cabinet, but are you sure, that you put in the panel in the right orientation? From the curve of the buttons, I would guess, they need to be the other way around...

Mathias - I Know What [you] Did Last Summer!
DarkCart

JGO Kernel

Medals: 124
Projects: 9
Exp: 50 years

It's all in the mind, y'know.

 « Reply #4994 - Posted 2016-11-26 03:04:02 »

I made a Chrome Extension version of RFLEX

And almost instantly got issued a DMCA by the almighty wessles

The darkest of carts.
 « Reply #4995 - Posted 2016-11-26 03:40:17 »

I'm using deferred rendering with (currently) one pass per light source. I'm going to optimize this a bit, but it's a good start. The lightning itself is based on the phong model.

Maybe you should throw in some ambient occlusion. SSAO is almost a must-have for any game engine these days. Of course, you should probably optimise your lighting first, before implementing any performance-intensive techniques like SSAO or anything.
DarkCart

JGO Kernel

Medals: 124
Projects: 9
Exp: 50 years

It's all in the mind, y'know.

 « Reply #4996 - Posted 2016-11-26 07:32:49 »

Fidel Castro is dead at the age of 90.

The darkest of carts.
NegativeZero

JGO Kernel

Medals: 357
Exp: 1 month or less

Zero but not.

 « Reply #4997 - Posted 2016-11-26 09:40:00 »

Completed my first map for my VR FPS

EgonOlsen
 « Reply #4998 - Posted 2016-11-26 15:44:52 »

Fidel Castro is dead at the age of 90.
That's what you did today?

Mac70
 « Reply #4999 - Posted 2016-11-26 17:09:38 »

Completed my first map for my VR FPS

Hmm... Are you using Unity editor or other tool for that?
FabulousFellini
 « Reply #5000 - Posted 2016-11-26 19:01:39 »

I put in the buttons on my arcade cabinet.  It's coming along nicely!  The buttons all worked right away, so that was cool.
Nice cabinet, but are you sure, that you put in the panel in the right orientation? From the curve of the buttons, I would guess, they need to be the other way around...

Nope!  I f**ked that up and routed the t-molding on the wrong side!  I know for the next one which way to put it though.  lol oops.

-FabulousFellini
www.fabulousfellini.com
DarkCart

JGO Kernel

Medals: 124
Projects: 9
Exp: 50 years

It's all in the mind, y'know.

 « Reply #5001 - Posted 2016-11-26 20:49:12 »

yes

The darkest of carts.
ClaasJG

JGO Coder

Medals: 43

 « Reply #5002 - Posted 2016-11-27 16:07:48 »

I tripped over this:
 1  2  3  4 `   public static void main(String... args) {      if ((Consumer) Test::main != (Consumer) Test::main)         throw new AssertionError();   }`

Because some listeners got not removed :/

ClaasJG

My english has to be tweaked. Please show me my mistakes.
delt0r

JGO Wizard

Medals: 145
Exp: 18 years

Computers can do that?

 « Reply #5003 - Posted 2016-11-28 00:51:05 »

Wow, for some reason i have had no time to post here.. or read or anything ....

So as i try and finish a game and make money before i get too hungry. I went to PAX in Australia a few weeks ago http://aus.paxsite.com/8.

In fine Indie form my game was hardly a tech demo. In fact for the first day, Friday i was coding the dam thing. Yep sitting at my stand writing code. I got a lot of interest. As probably the only person outside android devs using java many would be "i work full time in Enterprise but want to give games a crack" asked about jME. And even the wisdom of the java choice. Had some interesting conversions about life, languages and game engines. Including discussions with the main unreal and unity people in Aussie.

So i finished the game at 10 to 6, just before the main indie media event. Free beer and food! And of course everyone from game spot to some blogger you never heard of. They came and played SLAG, well a few of em did. You got a random tank body and a random turret which gave you pretty random stats. You got to run around a small map and shoot the other guy. It only had PvP. To my surprise people really liked it.

I got interviewed a few times. I don't interview that well. https://youtu.be/E8E_We2z9Ao (no idea why youtube link won't work in preview. )

We are using the PBR rendering pipe line and finding it AWESOME. Really looking forward to real textures etc.

I have no special talents. I am only passionately curious.--Albert Einstein
Rayvolution

« JGO Spiffy Duke »

Medals: 379
Projects: 2
Exp: 2 years

Resident Crazyman

 « Reply #5004 - Posted 2016-11-28 06:52:45 »

Been working on a little side project, called Retro-Pixel Snake. This is day 9 of development.

- Raymond "Rayvolution" Doerr.
Retro-Pixel Castles - Now on Steam!
LIVE-STREAMING DEVELOPMENT: http://www.hitbox.tv/rayvolution
matt_p
 « Reply #5005 - Posted 2016-11-28 08:10:26 »

@Rayvolution
Really nice! Keep us updated

I was a bit lazy the last days as I was halfway sick and the room with my PC does not provide any heating system, maybe that's the reason I got this issues in the first place...
But yesterday I once again found something that makes me quite uncomfortable - I did some image experiments and think they are quite neat, everything works fine on Java side but reproducing it in Android does not work.
Short summary:
I split a PNG with alpha into 2 JPEG pictures: 1 with the alpha channel removed and the other with the alpha of the original as red channel. This saves some space, yes, with decent results when I merge them back.
Not sure if I want to use that in any way other than my experiments but yeah, I got some issues with Android here:
The rather simple bit operations needed are the same on both systems.
I work line-wise using the setPixels and getPixels methods of the Androids Bitmap method but the resulting Bitmap stays empty
If I work pixel for pixel - using setPixel and getPixel instead it becomes super slow (of course) - but it works flawlessly
All research until now only showed me that there are some quirks with alpha and Androids Bitmap classes, but no solution so far...
EDIT: can't wait to be home, I think I figured it out just by not thinking about it (this happens quite a lot)

EDIT2: GDMNIT! it was just a wrong index after all, and then it worked fine
SkyAphid
 « Reply #5006 - Posted 2016-11-29 03:48:17 »

Our artist sent this in just now. We're finally going to have something cool to show soon, I think.

it just werks
CommanderKeith
 « Reply #5007 - Posted 2016-11-29 10:07:57 »

They came and played SLAG, well a few of em did. You got a random tank body and a random turret which gave you pretty random stats. You got to run around a small map and shoot the other guy. It only had PvP. To my surprise people really liked it.
I got interviewed a few times. I don't interview that well. https://youtu.be/E8E_We2z9Ao (no idea why youtube link won't work in preview. )
We are using the PBR rendering pipe line and finding it AWESOME. Really looking forward to real textures etc.
Fantastic, I love top-down view action games, especially with multiplayer.
Watching the video makes me really want to go to PAX next year. Sounds like a great atmosphere.
By the way, what's PBR? Google turned up Panda rendering engine and Physically based rendering.

J0
 « Reply #5008 - Posted 2016-11-29 11:42:51 »

-snip-
Looking forward to play the final game! The alpha was already cool even though I didn't have that much time to try it out unfortunately

matt_p
 « Reply #5009 - Posted 2016-11-29 12:10:59 »

added my crappy/selfdrawn default icons for items:

(Apple has a status effect and thus the potion icon)
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