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  What I did today  (Read 2958206 times)
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Offline princec

« JGO Spiffy Duke »


Medals: 1059
Projects: 3
Exp: 20 years


Eh? Who? What? ... Me?


« Reply #4050 - Posted 2016-04-04 08:39:55 »

Agree wholeheartedly. It may not always have been the case now but a degree is no longer of any real value. Employers value actual experience ten times more than any degree subject, vocational or not. Given the choice between someone fresh out of university with a 3-year BSc Honours in Comp Sci and someone who has been doing the job for 3 years, I'd always hire the latter. Corroborated by my own experience - I learned more in 6 months on the job than in the entire Comp Sci degree I took. Ironically I skipped the database lectures and then spent the next 20 years doing SQL.

Nobody has ever even asked to see my degree certificate. I don't even know where it is now.

Cas Smiley

Offline Riven
Administrator

« JGO Overlord »


Medals: 1356
Projects: 4
Exp: 16 years


Hand over your head.


« Reply #4051 - Posted 2016-04-04 09:24:30 »

Agree wholeheartedly. It may not always have been the case now but a degree is no longer of any real value. Employers value actual experience ten times more than any degree subject, vocational or not. Given the choice between someone fresh out of university with a 3-year BSc Honours in Comp Sci and someone who has been doing the job for 3 years, I'd always hire the latter. Corroborated by my own experience - I learned more in 6 months on the job than in the entire Comp Sci degree I took. Ironically I skipped the database lectures and then spent the next 20 years doing SQL.

Nobody has ever even asked to see my degree certificate. I don't even know where it is now.
True, but it affects your salary (at least in the first 5-10 years).
I'd expect it to be a difference of 20% (15% net), for the exact same work.
Also: reputation - it helps in meetings/negotiations when you have proof you're not an idiot.

That may seem okay, but effectively it may mean if that you finish university, that after paying your fixed costs (rent/mortgage, utilities, food, etc) you have double or triple the amount of money to spend at frivolous things that take the edge off.

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 #4052 - Posted 2016-04-04 09:39:01 »

It's a tough choice.  University is investing in your future and it can be an expensive investment.  If you learn too little, you lose.  If you spend too much for what you've learned, you lose.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Mac70
« Reply #4053 - Posted 2016-04-04 10:52:36 »

It's a tough choice.  University is investing in your future and it can be an expensive investment.  If you learn too little, you lose.  If you spend too much for what you've learned, you lose.

Not really expensive (for me personally only public transport cost) unless we consider time needed for university as well (but you can still spend your free time on personal projects, open source etc.). Personally I am looking at university as a good time to try different things, develop both in my main area of interest as well as other programming domains.
Offline Grunnt

JGO Kernel


Medals: 143
Projects: 8
Exp: 5 years


Complex != complicated


« Reply #4054 - Posted 2016-04-04 12:57:36 »

Maybe it's a bit different in the Netherlands, but I usually find a significant difference in the way in which university-educated people think, compared to those that are not university-educated (also true when it comes to computer science). Many programmers that I meet that are not university-educated find it hard to transcend the immediate problem, to reason in abstractions. But I'm not sure which of "education" and "abstract thinking" is cause and which is effect.

However, many employers will assume someone without an university degree will find abstract thought difficult. This assumption will hurt you if you do not have a degree.

Also, time spent in university can also be a time of having fun, meeting new people, discovering yourself, learning new social skills, etc etc. Not everything in life revolves around success at work and having more moneys. There's plenty of time allocated for that in life already.

Offline princec

« JGO Spiffy Duke »


Medals: 1059
Projects: 3
Exp: 20 years


Eh? Who? What? ... Me?


« Reply #4055 - Posted 2016-04-04 13:13:26 »

What I've found is that a university education acts more like a filter for duds than a producer of brilliance.

Cas Smiley

Offline Roquen

JGO Kernel


Medals: 518



« Reply #4056 - Posted 2016-04-04 13:16:45 »

@Mac70:  "it can be" is an operative part of my statement.  Like the mentioned

MIT - http://web.mit.edu/facts/tuition.html

or even more expensive and most probably haven't heard of:

http://admissions.wustl.edu/scholarships-financial-aid/Pages/undergraduate-charges.aspx
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #4057 - Posted 2016-04-04 13:28:56 »

I've got a surprising number of technical jobs over the years with my honours degree in.... English Literature Smiley

Offline CommanderKeith
« Reply #4058 - Posted 2016-04-04 14:37:04 »

To add to Grunnts' point, students and teachers at uni are very interesting and you'll probably enjoy meeting new friends and colleagues more than anything else. It's one of the few real (non-internet) forums where you can have an in-depth technical debate about topics that you're interested in. I'm still studying and it's a high point in my week when I have a class with a knowledgeable teacher who can provide some new ways of looking at a problem that I wasn't aware of.

University is not actually a big commitment since you can quit at any moment and start work. If you find that the benefit of what you're learning is less than the cost of fees and missed wages then just take a break and start work.
But while you look for a job, you may as well start uni and see what it's like. That way you'll not have the fear of missing out.

Offline ClaasJG

JGO Coder


Medals: 43



« Reply #4059 - Posted 2016-04-04 17:51:33 »

I decided to provide my next "game" with art which is not pixel art. It is a first try and I am quite happy how it came out, even if the animation is suboptimal yet even if the animation is still suboptimal Wink

Click to Play


-ClaasJG

My english has to be tweaked. Please show me my mistakes.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Coldstream24

JGO Ninja


Medals: 82
Projects: 1
Exp: 4 years


You can fill that void inside with programming, but you'll never return a value.


« Reply #4060 - Posted 2016-04-04 20:50:52 »

even if the animation is suboptimal yet Wink
Very nice.
I just noticed your signature, and I wanted to point something out to help you.
You would have been better off saying something like "even if the animation is still suboptimal", or "although, the animation could be better", because what you said doesn't exactly make sense.

My website: http://www.onedropgames.com/
My soundcloud: http://www.soundcloud.com/coldstream24
Creator of the Morningside Engine, co-founder of Onedrop Games.
Offline Ecumene

JGO Kernel


Medals: 197
Projects: 4
Exp: 8 years


I did not hit her! I did not!


« Reply #4061 - Posted 2016-04-04 22:40:22 »

I mean imagine being rich and the only thing you really care about is if the kids are playing on your lawn.

This happened to Bill Gates, he ended up just giving half of it away... What a weirdo!!

Offline SirSoltex

JGO Coder


Medals: 33
Exp: 1 year


Pixel-man, Programmer. Lover of the pancreas


« Reply #4062 - Posted 2016-04-05 05:36:34 »

Got back into pixel art after a bit of a break, made a quick platformmer mockup mostly using only aseprite' default color palette, starting to remmeber how to do this. Don't really like how the tree turned out :/

Are you humans? I don't know.
Offline cylab

JGO Kernel


Medals: 188



« Reply #4063 - Posted 2016-04-05 06:25:25 »

 Shocked What can you possibly dislike with this tree?

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

Senior Devvie


Medals: 8
Exp: 5 years



« Reply #4064 - Posted 2016-04-05 14:22:32 »

If I could create such a tree, I'd be very happy. My graphical skills suck so if I could make anything of the kind... Man...

Cows aren't sheep, because pigs already are.
Offline KaiHH

JGO Kernel


Medals: 635



« Reply #4065 - Posted 2016-04-05 15:09:00 »

Implemented Projected Grid matrix transformation into JOML (Matrix4f.projectedGridRange() as layed out in chapter 2.4.2) and did a small demo how to use it, also with some wave effects along world-space x axis:

Can be used to render large oceans without worrying about aliasing or rotating/translating a grid correctly to be visible everywhere on the viewport, also when displacing it along y.
Offline avocadojoe
« Reply #4066 - Posted 2016-04-05 15:12:56 »

wrote a script to read tile maps

^.^
Offline Coldstream24

JGO Ninja


Medals: 82
Projects: 1
Exp: 4 years


You can fill that void inside with programming, but you'll never return a value.


« Reply #4067 - Posted 2016-04-05 21:50:48 »

wrote a script to read tile maps
Nice, what are you planning to turn this into? Is it a custom map format?

My website: http://www.onedropgames.com/
My soundcloud: http://www.soundcloud.com/coldstream24
Creator of the Morningside Engine, co-founder of Onedrop Games.
Offline kingroka123
« Reply #4068 - Posted 2016-04-05 22:30:25 »



In progress dungeon generator based on: link

I have yet to implement the minimum spanning tree. If anybody has a link to a good (java preferred) explanation/tutorial on minimum spanning trees, I would be grateful.
Offline BurntPizza

« JGO Bitwise Duke »


Medals: 486
Exp: 7 years



« Reply #4069 - Posted 2016-04-05 22:43:11 »

This includes Prim's Algorithm, which computes the minimum spanning tree.
Other algorithms via Wikipedia: https://en.wikipedia.org/wiki/Minimum_spanning_tree#Algorithms
Offline orange451

JGO Kernel


Medals: 439
Projects: 7
Exp: 7 years


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


« Reply #4070 - Posted 2016-04-06 06:44:24 »

Made a thing in my engine that packs the specular texture and gloss texture into the alpha channel of the normalmap.


It is a little noticeable, if you look for it, but I imagine in a full game, you won't really see it. Totally worth it to only have to send in a diffuse and normal texture when drawing geometry though! ^^

Plus, it doesn't need any changing for objects that don't have a spec/gloss map, since the alpha of the normalmap is always 1, they'll default to the uniform spec/gloss values sent in on a per-material level

First Recon. A java made online first person shooter!
Offline avocadojoe
« Reply #4071 - Posted 2016-04-06 16:20:46 »

wrote a script to read tile maps
Nice, what are you planning to turn this into? Is it a custom map format?

its JSON exported from tiled, but i have to modify it some because i'm having trouble with the substring method

^.^
Offline matheus23

JGO Kernel


Medals: 138
Projects: 3


You think about my Avatar right now!


« Reply #4072 - Posted 2016-04-06 19:58:39 »

Its been a while since I've been active the last time...  Roll Eyes

Currently got in the joy of programming graphical stuff (that is, games) and tried to raytrace some voxel grids:



Currently all rays are parallel and in that image the direction is (0, 0.1, 1). In case one component is negative, shit starts to happen Cheesy


In order, the y-value of the direction the rays go is -0.09, -0.1, -0.11.


Good news is, the .vox importer seems to be working fine. Here is the model in MagicaVoxel:



I'm not gonna mention this was not written in Java, but haskell...  persecutioncomplex

See my:
    My development Blog:     | Or look at my RPG | Or simply my coding
http://matheusdev.tumblr.comRuins of Revenge  |      On Github
Offline Slyth2727
« Reply #4073 - Posted 2016-04-06 20:22:48 »

Wheee! In iOS 5 I've bypassed code signing and ASLR, I now know my location in memory and can probably dynamically load custom libraries in. Now to study sandboxing a bit more, but at least I have code execution. Not too sure about privilege escalation at this point, I need to read more about it. This is a blast, I wish I had gotten into this stuff earlier.
Offline Opiop
« Reply #4074 - Posted 2016-04-06 23:57:19 »

<Completely unrelated to programming>
My band just finished recording our first professionally recorded song (mix & mastered!) and now we are working on our first music video. One of our friends is huge into cinematography and has some very nice equipment, so we paid him to do it for us. And WOW, the first little demo he showed us is amazing! I'm very excited to finally have some of my work recorded and soon to be distributed to lots of music sharing platforms.
</Completely unrelated to programming>
Offline theagentd
« Reply #4075 - Posted 2016-04-07 01:23:40 »

I've managed to get render passes in my graphics abstraction for Vulkan working. Now it's time to implement software command buffers for OpenGL. I decided to do an experiment to find out what the best way of encoding OpenGL commands would be.


Method 1: The most obvious way is to use objects as commands. For each command added to the command buffer, I create an object for that specific command, store the arguments for the command in it and add it to a list. This has the advantage of being easy to handle. Adding a new command is simply making a new implementation of an interface. However, I've heard that calling virtual methods like that can be slow, and in my case there would be 100s of different commands (although 95% would be used very rarely). To avoid insane amount of garbage generated, I'd need to pool commands aggressively.
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      int value = 0;
      for(int i = 0; i < NUM_COMMANDS; i++){
         value = objectCommands[i].process(value); //Each command is its own object
      }


Method 2: Secondly, I wanted to try encoding the commands as a command ID number (an int) and then storing the arguments to the method encoded in the same int array after the command ID. To execute the command buffer, I'd read the command ID, do a switch() on it to find the correct function to call and then read arguments from the int array depending on the command. Floats would be encoded using floatToRawIntBits() and stored in the array too. This is much more complicated to maintain as adding a new command means manually encoding arguments to the int array, adding a new ID to the switch() statement and decoding the arguments again in the function, but it has the potential to be much faster since all commands are stored sequentially in memory instead of being spread out all over the entire heap in objects, and virtual method calls are avoided.
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      int value = 0;
      for(int i = 0; i < NUM_COMMANDS; i++){
         int cmd = intCommands[(i<<1) + 0];
         int arg = intCommands[(i<<1) + 1];
         switch(cmd){
            case 0: value = ADD_COMMAND.process(value, arg); break; //Call singletons to calculate value.
            case 1: value = SUB_COMMAND.process(value, arg); break;
            case 2: value = MUL_COMMAND.process(value, arg); break;
            case 3: value = DIV_COMMAND.process(value, arg); break;
         }


Method 3: Thirdly, I wanted to try something something inbetween 1 and 2. Instead of creating a new object for each command invocation, I would create singletons of each possible command. When encoding a command, the singleton for that command would be placed in a list, and the arguments for it would be encoded into an int array again. This also has perfect cache coherence as all the command arguments are sequentially in memory, while being a bit easier to maintain as each command is again contained in its own class implementing an interface (although arguments still have to be encoded and decoded into the int list).
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      int value = 0;
      for(int i = 0; i < NUM_COMMANDS; i++){
         Command cmd = staticObjectCommands[i]; //References to just 4 singleton commands
         int arg = staticObjectArgs[i];
         value = cmd.process(value, arg);
      }



My guess here was that method 1 would be significantly slower than the other two as the command objects will end up all over the heap after pooling and virtual methods are used. Comparing method 2 and 3, I assumed that they would perform almost identically as Java should essentially do the exact same thing as I'm doing internally (method 2 does a switch over the command ID while method 3 would internally do a switch over the command classes to pick the right function to call).

Actual results:
 - Method 1: 16.204294 ms (29.375046 ms with shuffling)
 - Method 2: 8.42079 ms
 - Method 3: 15.7727375 ms

When cache coherency is good, method 1 and 3 are pretty much identical. If the command array of method 1 is shuffled (simulating what would happen after a few minutes of garbage collection and pooling), performance drops noticeably due to bad cache coherency, potentially becoming less than half as fast as method 3. Performance is apparently limited by the virtual function call overhead. What surprised me was that manually doing a switch-statement in method 2 was significantly faster than Java's virtual method selection, up to 2x faster.

Something to remember is that this does not take into consideration command "encoding" or advanced decoding of arguments and is a fairly synthetic benchmark with only simple functions. Encoding is not as important as command buffers can be encoded from multiple threads, but decoding will be extremely time critical as it is done solely on the OpenGL thread. I think I'll have to do more experiments before I decide on what to do...


EDIT: Hmm. Encoding command data into an int[] is pretty silly. Better to just use ByteBuffer or even a raw memory pointer to write data to. Something really awesome would be if I could "map" the buffer to a struct to give me a cleaner interface to it. Maybe it's time to revisit the good old MappedObject stuff?

Myomyomyo.
Offline matheus23

JGO Kernel


Medals: 138
Projects: 3


You think about my Avatar right now!


« Reply #4076 - Posted 2016-04-07 09:06:40 »

@theagentd

Maybe try Enums? You can encode the specific command as the enums .ordinal() and retrieve the command by EnumClass.values()[ordinal]. No switch needed. Maybe it's faster? It kind of mixes the approaches of #1 and #2 Smiley

See my:
    My development Blog:     | Or look at my RPG | Or simply my coding
http://matheusdev.tumblr.comRuins of Revenge  |      On Github
Offline J0
« Reply #4077 - Posted 2016-04-07 09:55:33 »

-snip-
Now you'll need to send us a link, you know that right? Pointing

Offline Roquen

JGO Kernel


Medals: 518



« Reply #4078 - Posted 2016-04-07 11:52:15 »

Err...someone wrote a 132 page paper on jumping. 

http://martinf.dk/jump/Jumping_Thesis_Fasterholdt_09.pdf
Offline rv3392

Senior Devvie


Medals: 2
Projects: 2
Exp: 4 years


Programmer | Modder | Gamer


« Reply #4079 - Posted 2016-04-07 11:59:30 »

Err...someone wrote a 132 page paper on jumping. 

http://martinf.dk/jump/Jumping_Thesis_Fasterholdt_09.pdf

Woah. That was exactly what I was trying to figure out for my current project...
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