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  What I did today  (Read 3677274 times)
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Offline philfrei
« Reply #6450 - Posted 2019-12-14 16:13:05 »

@SHC
Yes, using Postfix with Dovecot, and using CertBot. Are you using Dovecot?

One thing (among many!) that I overlooked about SSL for incoming was that I needed to open the corresponding ports. Are you using 993 for incoming? That is what I am. I will follow up with you after Sunday or whenever it is that I get outgoing figured out.

BTW -- very impressive about the languages! That is quite an accomplishment.

music and music apps: http://adonax.com
Offline FabulousFellini
« Reply #6451 - Posted 2019-12-14 21:00:53 »

Sorry I haven't been responding to the posts I've made lately guys, QA had to do crunch for the last 2 weeks and I'm tired lol.  But, today one of my co-workers gave me a demo cabinet of Street Fighter 3.  I guess her husband's old roommate used to work at Midway and they gave it to him and he moved and didn't take it, so it's been sitting in their garage for a while and just wanted to get rid of it.  It has a real sf control board but the tv part is like something you would see as a demo at a store.  Now we need to borrow a truck because out of 2 VW buses and a Buick Enclave, the damn tv part wont fit in anything.   It's huge.  I can't wait to see if it works. 

-FabulousFellini
www.fabulousfellini.com
Offline SHC
« Reply #6452 - Posted 2019-12-15 13:51:14 »

@philfrei

Yes, I did change the port to 993. I guess something is wrong with my MX record because I was able to connect via telnet from the server. Just not working from my real PC. My main issue is with SMTP, it is not sending out emails, they are sitting in the outbox indefinitely. Will reply in the personal messages.

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline FabulousFellini
« Reply #6453 - Posted 2019-12-16 19:55:49 »

So I hooked up the SF3 cabinet.  Its the one that looks like this https://www.ebay.com/itm/Street-Fighter-EX2-Arcade-Game/162483527895?hash=item25d4c5e0d7:g:4ZoAAOSwtZJY-Qoe

To my surprise, the thing actually booted up despite being in someone's garage for a few years.  I think for the most part, it works.   The game boots and it gets to the screen to enter coin, which I did, and I think the damn thing works.

But, it's hard to tell cuz the screen has a blue tint and acts as if you have to adjust the tracking, like an old VCR (the screen kind of continually goes sideways).  But when I inserted a coin into player 2, there was a different screen that was also really hard to see because of the "tracking" issue.  So I'm not completely sure if the thing works...but it seems like it does (or at least boots).   I was thinking it wouldn't even boot up or the tv would be messed up and not turn on. 

I also made a working demo with 2 things to do in my pirate game, but I need to fix the sound in one spot first before I post it.


-FabulousFellini
www.fabulousfellini.com
Offline orange451

JGO Kernel


Medals: 564
Projects: 8
Exp: 8 years


Your face? Your ass? What's the difference?


« Reply #6454 - Posted 2019-12-19 05:16:41 »

Wrote a CSS parser for my UI library LWJGUI. So far it works with tag and class selectors, and a handful of pseudo-classes!

Now I can create my fancy buttons outside of Java!


I also created html/css-like borders. Before, they were purely cosmetic, and only 1 component (just border-width). Now they affect element sizing on all 4 cardinal directions.

First Recon. A java made online first person shooter!
Offline philfrei
« Reply #6455 - Posted 2019-12-19 08:14:49 »

OK. The email server on my Linode is done. Finally linked Thunderbird, and can both send and receive email.
That only took the better part of a month to figure out.  Tongue

EDIT: I imported the previous emails prior to hooking up to the new email server. But got a bit tangled up with wanting to use the same name--it will be a bit of a chore sorting that out.

music and music apps: http://adonax.com
Offline SHC
« Reply #6456 - Posted 2019-12-19 08:38:45 »

OK. The email server on my Linode is done. Finally linked Thunderbird, and can both send and receive email.
That only took the better part of a month to figure out.  Tongue

Great! Congrats! I'll re-configure with the tutorial you linked. Btw, have you imported your previous mails?

Offline orange451

JGO Kernel


Medals: 564
Projects: 8
Exp: 8 years


Your face? Your ass? What's the difference?


« Reply #6457 - Posted 2019-12-20 02:20:11 »


BlurPane's can now be CSS styled Smiley

First Recon. A java made online first person shooter!
Offline KaiHH

JGO Kernel


Medals: 798



« Reply #6458 - Posted 2019-12-21 09:52:24 »

Never did anything with participating media. So I gave the paper "Importance Sampling Techniques for Path Tracing in Participating Media" a go:
<a href="http://www.youtube.com/v/LAZlFvtJQag?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/LAZlFvtJQag?version=3&amp;hl=en_US&amp;start=</a>

By the way, here are two collections of (probably all) papers, dissertations and presentations on "Light Transport" and "Sampling", assembled and shared by Max Tarpini:
- "Light Transport": https://drive.google.com/drive/folders/16A6Yj2esRTk0FP-ALr6XfxkGQvTb_1dD
- "Sampling": https://drive.google.com/drive/folders/1t-ROR9n-jwKDX3KLNXAK5QCZcShAcm9Y
Offline mudlee
« Reply #6459 - Posted 2019-12-29 20:06:47 »

In the last couple of days I continued my Defcon like strategy game (using only LWJGL and other small libs such as nanovg).

  • Refactored UI system with clickable buttons
  • Zoomable map with cities

According to my roadmap(https://trello.com/b/Hm8M98ah/ww3), 0.0.1 is ready soon.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline philfrei
« Reply #6460 - Posted 2019-12-30 01:23:41 »

My beginning JavaFX tutorial crossed 150,000 hits on Friday (two days ago). Was fun seeing 149,999 and then 150,002 a couple hours later.

Let's say 2/3rds of the people who arrive leave quickly because whatever reason.
Let's say of those who stay longer, they average 5 return visits.
If those are valid estimates (are they?) that would still give 10,000 individuals (mostly beginners) coding or attempting to code a JavaFX game.
What is this site doing to retain them? Could we do more?

There are maybe a handful of people here that think JavaFX legit? More folks, it seems to me, are interested in Libgdx/lwjgl. Which is fine.

But, for example, nurture JavaFX somewhat and a significant proportion will eventually decide to give Libgdx a try as they grow in skills and confidence?

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

JGO Kernel


Medals: 357
Exp: 1 month or less


Zero but not.


« Reply #6461 - Posted 2019-12-30 07:01:33 »

Last night YouTube recommended me a GDC talk on interpolation functions and I was bored. They talked about interpolation/easing/tweening functions as composition of simpler functions, thought it be cool to play around with that. So I built this tool which allows you to quickly put together these functions and see what each component does.

Click to Play


https://gfycat.com/tartgrandhamadryas

Offline KaiHH

JGO Kernel


Medals: 798



« Reply #6462 - Posted 2019-12-30 22:23:57 »

Re-evaluated java.lang.Math.fma() for performance again. I did an evaluation with JDK 9, where it actually was slower than a manual multiplication and addition, but now the situation changed (at least with JDK 12 and JDK 14).
Benchmark of JOML's methods:
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Benchmark           Mode  Cnt   Score   Error  Units
Without fma JDK 14
Matrix4f.invert     avgt    5  24,695 ± 0,179  ns/op
Matrix4f.mul        avgt    5  15,308 ± 0,081  ns/op
Matrix4f.mulAffine  avgt    5   9,588 ± 0,065  ns/op
Without fma JDK 12
Matrix4f.invert     avgt    5  23,706 ± 0,429  ns/op
Matrix4f.mul        avgt    5  15,279 ± 0,322  ns/op
Matrix4f.mulAffine  avgt    5   9,152 ± 0,087  ns/op
With fma JDK 14
Matrix4f.invert     avgt    5  21,583 ± 0,093  ns/op
Matrix4f.mul        avgt    5  11,779 ± 0,110  ns/op
Matrix4f.mulAffine  avgt    5   8,333 ± 0,124  ns/op
With fma JDK 12
Matrix4f.invert     avgt    5  20,997 ± 0,382  ns/op
Matrix4f.mul        avgt    5  12,330 ± 0,146  ns/op
Matrix4f.mulAffine  avgt    5   8,323 ± 0,137  ns/op

Now, it is very unfortunate that the JDK does not contain a method to check whether FMA3 instructions are actually supported by the CPU...
So one can either hope that they are supported and get better performance by the JIT emitting such instructions or one gets abyssimal performance by BigDecimal approximations when using java.lang.Math.fma() but the CPU not supporting it. So I end up having a small JNI library querying cpuid().
Offline ral0r2
« Reply #6463 - Posted 2020-01-01 12:28:20 »

Got drunk yesterday lol. Happy New Year to everyone!

Hopefully you call stay safe are not as hungover as I'm and can reach your goals this year Smiley
Offline KaiHH

JGO Kernel


Medals: 798



« Reply #6464 - Posted 2020-01-08 11:23:49 »

Refactored all uses of
1.0 / sqrt(x)
into a separate method and found a few cases where
float v = (float) (1.0 / Math.sqrt(x));
was used instead of the much faster
float v = 1.0f / (float) Math.sqrt(x);
(with a
float x;
).
The first uses a double-precision vcvtss2sd cast, followed by vsqrtsd square-root, vdivsd and a vcvtsd2ss cast, whereas the latter uses the much faster two single-precision instructions vsqrtss and vdivss.
So, even though java.lang.Math.sqrt(double) takes a double, the JVM will see that you cast the result immediately to a float and omit the argument cast to double as well as the return value cast to float, but use the single-precision intrinsic.
(besides: it's such a shame, that Java does not expose vrsqrtss...)
EDIT: The same btw. goes for Math.sin/cos.
Offline orange451

JGO Kernel


Medals: 564
Projects: 8
Exp: 8 years


Your face? Your ass? What's the difference?


« Reply #6465 - Posted 2020-01-14 03:56:36 »

Spent the day making a new color picker for LWJGUI! Smiley

Click to Play



First Recon. A java made online first person shooter!
Offline orange451

JGO Kernel


Medals: 564
Projects: 8
Exp: 8 years


Your face? Your ass? What's the difference?


« Reply #6466 - Posted 2020-01-19 22:15:03 »

Live CSS editing in the Game Engine me and @Guerra2442 are creating

Click to Play



First Recon. A java made online first person shooter!
Offline KaiHH

JGO Kernel


Medals: 798



« Reply #6467 - Posted 2020-01-19 23:16:48 »

Great feature! https://github.com/orange451/LWJGUI deserves more stars! Smiley

Also, because this bugs me everytime I see it Wink
"Live CSS editing in the Game Engine I and @Guerra2442 are creating" or even better: "...@Guerra2442 and I are creating".
You also wouldn't say: "The milk that me am buying." You would say "The milk that I am buying."
Because I is the subject (the one acting) in this sentence. And it's no different when multiple subjects are present: "The milk that he and I are buying."
Also wrong (all subjects turned into objects): "The milk that him and me are buying."
Such mistakes become apparent when you simply leave one subject out of the sentence (omit "and me"): "The milk that him is buying."
An enumeration of multiple subjects does not suddenly turn a subject ("I" or "he" as someone acting) into an object ("me" or "him" as someone being acted upon).
It is always I in such cases and never me.
Offline Guerra2442

JGO Knight


Medals: 82
Exp: 4 years


Guerra24


« Reply #6468 - Posted 2020-01-27 03:42:09 »

Implemented Area Lights using the SIGGRAPH 2016 paper Real-Time Polygonal-Light Shading with Linearly Transformed Cosines, the same one that @KaiHH used a while back. It took longer than expected but the results are quite nice.



Working on Anarchy Engine.
Offline FabulousFellini
« Reply #6469 - Posted 2020-02-04 15:36:23 »

I've been MIA for a while, but I've got a lot done on my game and implemented 2 more missions.  Been working hard on Saint's Row, I hope some of you guys play this game when it comes out, it's gonna be pretty sweet.

Edit: MY game is NOT Saint's Row.

-FabulousFellini
www.fabulousfellini.com
Offline VaTTeRGeR
« Reply #6470 - Posted 2020-02-05 13:57:36 »

Made a small script for Blender that automatically renders spitesheets for multi part models:



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import bpy

projectname = bpy.path.display_name_from_filepath(bpy.data.filepath)

folderpath = "//render/" + projectname + "/"

scene = bpy.data.scenes["Scene"]

print("Rendering spritesheets for", projectname)

render_objects = [bpy.data.objects.get("Root")]

i = 0

# Collect Objects
while i < len(render_objects):
   
    obj = render_objects[i]
   
    i = i + 1
   
    for obj_child in obj.children:
        render_objects.append(obj_child)


# Hide all objects
for obj in render_objects:
    obj.hide_render = True

# Unhide, render and hide again if type is mesh
for obj in render_objects:
   
    if obj.type != "MESH":
        continue
   
    obj.hide_render = False

    # Move object to origin
    location_backup = obj.location.copy()
    rotation_backup = obj.rotation_euler.copy()
    obj.location = [0,0,0]
    obj.rotation_euler = [0,0,0]
   
    print("Rendering part:", obj.name)
   
    for frame_current in range(scene.frame_start,scene.frame_end):
       
        filepath = folderpath + projectname + "_" + obj.name + "_" + str(frame_current) + ".png"
       
        scene.frame_current = frame_current
       
        bpy.context.scene.render.filepath = filepath

        bpy.ops.render.render(write_still=True)
       
       
    obj.hide_render = True
   
    obj.location = location_backup
    obj.rotation_euler = rotation_backup

scene.frame_current = scene.frame_start

print("Finished.")


Automating stuff in Blender is such a breeze, you don't have to install or setup anything, just start programming inside blender, you can directly access any piece of data or function that the program uses internally. I can only recommend you to try it out if you use Blender yourself.
Offline KaiHH

JGO Kernel


Medals: 798



« Reply #6471 - Posted 2020-02-16 14:30:49 »

Wrote a little tutorial about the order in which matrix transformations can be viewed and what effect the different orders have: https://github.com/JOML-CI/JOML/wiki/Tutorial---Matrix-Transformation-Order
Program used for the graphs/illustrations: https://github.com/JOML-CI/joml-lwjgl3-demos/blob/master/src/org/joml/lwjgl/CoordinateSystemDemo.java
Offline philfrei
« Reply #6472 - Posted 2020-02-24 09:48:06 »

I resumed working on the Simplex-Noise visualizer I wrote something like 7 years ago. Since it is public code (on github), I wanted to try and dress it up a little before *officially* starting to see if I can get a new programming job. Part of this also about giving my wife some experience with github's Markdown as she's also looking for a new job, has editing skills, and is interested in learning more about the tech context.

Multiple headaches, though! The code is tough to revise, a LOT of refactoring needed. I was only so far along in figuring out how to write good code when I wrote this. I've managed some in the last couple days, fixed a few bugs (and along the way found a few more and fixed them). I managed some improvements to the "animator" making it easier to use, and did some jiggering around with the GUI so the position of the sections makes better workflow sense. That was painful, as my understanding of Swing has never been very solid. JavaFX is so much easier to work with!

New thing added: SIVI now can generate the textures with either Gustafson's SimplexNoise implementation, or OpenSimplexNoise, which I am making the default noise engine. I wrote an Interface that should make it easy to add more 2D noise generation engines. Any suggestions on which would be interesting to add? (A good Java *Improved Perlin* implementation out there somewhere?) I suppose it would be also possible to adapt other types of noise-generation as well, besides gradient noise.

The lattices on OpenSimplex seem to be spaced farther apart than with Simplex. Is this true? It should be possible to include a scaling factor as part of the adaptor code, to bring the various types of noise-engines more into alignment.

Are people even interested in this type of texture generation any more? Is there new, faster tech that has replaced it that I haven't heard about?

I will post a link when the update to the git repository happens. I noticed that my images on the old SIVI thread have gone dead. That's another task: my Linode isn't yet set up to receive the domain name that I used for those links.

music and music apps: http://adonax.com
Offline Apo
« Reply #6473 - Posted 2020-02-25 22:32:51 »

Created a new simple risk like game where you can easy create your own ai.

Offline philfrei
« Reply #6474 - Posted 2020-03-04 05:02:21 »

OK. The changes to the SIVI repository are up.

Here is a screen shot of the GUI.

Here is the source code. It's pretty easy to download, unzip and run a couple shell commands. Uses Java 11.
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    javac -d compiled/ --module-source-path sivisource -m siviModule
    java -p compiled/ -m siviModule/com.adonax.sivi.LaunchSivi

There's still a fair amount of refactoring that should be done, but the project is in much better state now than it was. IDK if there is any interest in building onto this. I think some pretty cool things could be done. Maybe that sort of functionality is already available in other graphics tools.

But at least the project is in a more presentable shape, and hopefully won't be a source of embarrassment if a prospective employer scopes it out. Better to clean it up some than just delete it, yes?

@ShannonSmith, I included references and a link to your "content generation for programmers" tutorial on the angryoctapus site in the new README.md for SIVI. That was a good tutorial!

music and music apps: http://adonax.com
Offline philfrei
« Reply #6475 - Posted 2020-04-07 02:33:08 »

Work on a virtual theremin stalled out last Summer when the vowel-generating synth patch I created turned out to be using an algorithm that some other fellow had patented.

Today, months later, I tried out a new version of this patch in the synth. The old version of this patch used FM synthesis. The new method uses additive synthesis. I have some more control over how the amplitude vs frequency profile of the formant is shaped, and this new patch is set to make the formant regions a little narrower than what I had on the FM. It sounds a little better than what I had before!

If I write an article describing the algo and publish it somewhere (where?), it becomes public domain and no one can patent it out from under me, right? I doubt what I'm doing requires patent protection. Working with formants and additive synthesis has been going on since the 1960's and most of this just incorporates general knowledge. (I thought the same of the FM formants, but I have no desire to argue my side in a court of law.)

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