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  What I did today  (Read 3429849 times)
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Offline BurntPizza

« JGO Bitwise Duke »


Medals: 486
Exp: 7 years



« Reply #1080 - Posted 2014-12-06 21:49:45 »

I'll look into it, thanks.
Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #1081 - Posted 2014-12-06 21:59:26 »

it's enabled by default.

anyway, i'm just saying, exception-control-flow is surely silly but generally not a bad idea. the performance gain is usually very very little, but still .. it's good to be aware of. o/
Offline pitbuller
« Reply #1082 - Posted 2014-12-06 23:33:57 »

Extra fuzz pollute registers, instruction cache, branch predicator table. Its also can ide the meaning of important code easily with only marginal gain by not making special case for edges. You are also calculating default value always and this calculation also contain memory read. This may or may not be optimized.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Mr.CodeIt

Senior Devvie


Medals: 2
Projects: 1



« Reply #1083 - Posted 2014-12-07 00:19:22 »

Found a perfectly fine looking rc boat. Opened it up and collected some parts.
Offline CopyableCougar4
« Reply #1084 - Posted 2014-12-07 05:18:30 »

I interviewed for an internship, and spent ~8 hours writing some Bukkit plugin stuff.

CopyableCougar4

Either wandering the forum or programming. Most likely the latter Smiley

Github: http://github.com/CopyableCougar4
Offline Roquen

JGO Kernel


Medals: 518



« Reply #1085 - Posted 2014-12-07 09:34:28 »

A try block (in general) makes code harder to optimize as all possible paths must contain legal results.  As an example any variable visible outside of the block must have the logically correct result at any point that an exception might occur..thus requiring more then minimally required stores to memory.
Offline BurntPizza

« JGO Bitwise Duke »


Medals: 486
Exp: 7 years



« Reply #1086 - Posted 2014-12-08 04:46:38 »

Got the terrain gen down to less than a second for 8192x8192 with 7 octaves (on my i7 4700MQ), interestingly enough it's almost exactly 70M pixels/sec all the way from 256x256 (.94 ms) to the 8K (947 ms).
Memory usage is also quite low, and more importantly, constant during execution. No GC thrashing here!

http://pastebin.java-gaming.org/48955405b1f11
Offline lcass
« Reply #1087 - Posted 2014-12-09 16:05:57 »

Today I messed around with floatbuffers creating my own handling class which just makes the entire thing a lot more efficient and less bulky to handle.
Offline Roquen

JGO Kernel


Medals: 518



« Reply #1088 - Posted 2014-12-09 18:38:26 »

Math.pow with integers...naughty.  Math.pow with integer 2...very naughty.  Don't forget you need to insure you're not in interpreted code for a meaning benchmark of something that's going to happen frequently.
Offline Mike

« JGO Spiffy Duke »


Medals: 149
Projects: 1
Exp: 6 years


Java guru wannabe


« Reply #1089 - Posted 2014-12-09 22:29:28 »

Got the terrain gen down to less than a second for 8192x8192 with 7 octaves (on my i7 4700MQ), interestingly enough it's almost exactly 70M pixels/sec all the way from 256x256 (.94 ms) to the 8K (947 ms).
Memory usage is also quite low, and more importantly, constant during execution. No GC thrashing here!

http://pastebin.java-gaming.org/0489535501b1f


You should check what happens if you switch out all Math for FastMath. Usually that gives a free performance boost.

http://grepcode.com/file/repo1.maven.org/maven2/org.apache.commons/commons-math/2.2/org/apache/commons/math/util/FastMath.java

Mike

My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #1090 - Posted 2014-12-09 22:42:39 »

Learnt more about RESTful web services @ work, realized that was what my world server is doing @ home. All areas of the world are JSON documents on the end of simple URLs.

Offline BurntPizza

« JGO Bitwise Duke »


Medals: 486
Exp: 7 years



« Reply #1091 - Posted 2014-12-09 22:44:59 »

@Mike:

The only Math functions I'm using are min and abs, and neither of them are in the noise gen.

Also, Roquen, I fixed the naughty. Had forgotten about it in there.
Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #1092 - Posted 2014-12-09 23:04:18 »

i meshed a cone .. and a cylinder
Offline Riven
Administrator

« JGO Overlord »


Medals: 1369
Projects: 4
Exp: 16 years


Hand over your head.


« Reply #1093 - Posted 2014-12-09 23:07:54 »

You only need a touch of dithering to smooth out those gradients... right in your tone mapping shader, almost for free.

And what's 'up' with the superfluous overdraw at the top of the cone? Doesn't seem an easy fix, given the sheer amount of faces converging. Do you steadily reduce the tesselation towards the top?

Hi, appreciate more people! Σ ♥ = ¾
Learn how to award medals... and work your way up the social rankings!
Offline Roquen

JGO Kernel


Medals: 518



« Reply #1094 - Posted 2014-12-10 08:18:09 »

@BurntPizza: I only skimmed...there's some divides that can go away, but more importantly that XorShift can most likely be replaced with a well chosen constant LCG or even MLCG.  Another option would be to use the first stage of MurmurHash2 (without the final cascade).  Food for thought.

@Riven's comment:  yeah...kill all banding...it sticks out like a sore thumb.
Offline Ecumene

JGO Kernel


Medals: 200
Projects: 4
Exp: 8 years


I did not hit her! I did not!


« Reply #1095 - Posted 2014-12-10 19:58:54 »

Shadow mapping is slowly comming along, just gotta implement it into the light shader now!


Offline BurntPizza

« JGO Bitwise Duke »


Medals: 486
Exp: 7 years



« Reply #1096 - Posted 2014-12-10 20:00:24 »

Quote
Implode Balls

Phrasing!
Offline Catharsis

JGO Ninja


Medals: 76
Projects: 1
Exp: 21 years


TyphonRT rocks!


« Reply #1097 - Posted 2014-12-10 23:16:42 »

I was planning on coding away today, but when I woke up I had 20 new backers for my Kickstarter which has been the biggest influx yet...

The very nice folks over at Phandroid did a nice little write up and article on the TyphonRT Video Suite:
http://phandroid.com/2014/12/10/typhon-rt-kickstarter/

So I have spent the last 4 hours trying to get some more momentum behind it.. There is some activity on Reddit BTW if any of you use Reddit... "TyphonRT" may be a good search term..  Roll Eyes

About coding though.. I am close to getting a nice little repo up on Github with a very lightweight utility code to do modern OpenGL dev with Android.

The repo is located here and I hope to get things up in the coming days:
https://github.com/egrsoftware/java-android-gldemos

So hopefully back to hacking on the modern gl demos.. I'll be porting over the most excellent ray tracing demos posted on the LWJGL blog. Check it out... Good work Kai:
http://blog.lwjgl.org/ray-tracing-with-opengl-compute-shaders-part-i/

Check out the TyphonRT Video Suite:
http://www.typhonvideo.com/

Founder & Principal Architect; TyphonRT, Inc.
http://www.typhonrt.org/
http://www.egrsoftware.com/
https://plus.google.com/u/0/+MichaelLeahy/
Offline Ecumene

JGO Kernel


Medals: 200
Projects: 4
Exp: 8 years


I did not hit her! I did not!


« Reply #1098 - Posted 2014-12-11 18:20:39 »

Shadow Mapping ( Finally )


Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #1099 - Posted 2014-12-11 19:31:54 »

did some stronger dithering ..

no dither 8bit ... extra contrast


no dither 16bit


dither 16bit


noise :
Offline MrPizzaCake

Senior Devvie


Medals: 8
Exp: 3 years


Hello, another wonderful human being :)


« Reply #1100 - Posted 2014-12-11 21:24:34 »

I somehow managed to break my GRUB, and now I'm trying to fix it. Hurray! No coding for the next 3 days! (if I'll have to reinstall the whole OS, I'll be pretty pissed off. I should propably stop messing around with Linux)

How am I? Tough question, since emotions are confusing as heck Tongue
Offline Slyth2727
« Reply #1101 - Posted 2014-12-12 01:28:11 »

I somehow managed to break my GRUB, and now I'm trying to fix it. Hurray! No coding for the next 3 days! (if I'll have to reinstall the whole OS, I'll be pretty pissed off. I should propably stop messing around with Linux)

Just boot up a live usb of ugly little ubuntu and run boot repair.
Offline Jacob Pickens
« Reply #1102 - Posted 2014-12-12 02:19:37 »

Hahaha! Z-Ordering w/ Collisions!

Click to Play

Offline Slyth2727
« Reply #1103 - Posted 2014-12-12 03:51:06 »

Got my ray marching terrain working. Added some noise functions, scaled it with a sin(time); interesting results.

https://www.shadertoy.com/view/4tlGzr
Offline pitbuller
« Reply #1104 - Posted 2014-12-12 19:57:35 »

Got my ray marching terrain working. Added some noise functions, scaled it with a sin(time); interesting results.

https://www.shadertoy.com/view/4tlGzr

I suggest you to go back and fix the light model before going further. Ambient is approximation of indirect light that is coming from every direction. Clamping directional light to small positive value is not equivalent.
Offline basil_

« JGO Bitwise Duke »


Medals: 418
Exp: 13 years



« Reply #1105 - Posted 2014-12-12 22:08:28 »

rewrote highlight blurring using a separated blur filter instead of mipmaps.

top is negative bloom
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #1106 - Posted 2014-12-13 00:51:30 »

Reinvented YAML  Emo

Offline wessles
« Reply #1107 - Posted 2014-12-13 01:16:44 »

I made some smoke.

<a href="http://www.youtube.com/v/FMMt5ljIzRk?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/FMMt5ljIzRk?version=3&amp;hl=en_US&amp;start=</a>
Offline matanui159

JGO Coder


Medals: 11
Projects: 1
Exp: 10-12 months


Aww... So cute...


« Reply #1108 - Posted 2014-12-13 03:45:45 »

I made some smoke.
Cool... I like particle engines but usually they require a lot of arguments... How many does yours use if I may ask...

Got my ray marching terrain working. Added some noise functions, scaled it with a sin(time); interesting results.

https://www.shadertoy.com/view/4tlGzr
Wow... my head hurts looking at that code... Shocked And I usually like maths...

Is it sad that I still get a fright when the computer beeps at me...
Offline wessles
« Reply #1109 - Posted 2014-12-13 03:51:50 »

Cool... I like particle engines but usually they require a lot of arguments... How many does yours use if I may ask...
11.
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