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  What I did today  (Read 2645237 times)
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Offline J0
« Reply #4230 - Posted 2016-05-09 20:21:24 »

Hi lads! Smiley
'Til now, this is how my loading screens worked:

[Fade-in starts]....[Fade-in ends][Loading starts]....[Loading ends][Fade-out starts]....[Fade-out ends]

Very suboptimal.
It worked all right, because I didn't have a lot of resources to load so it would just fade in then fade out. However, I've been adding quite a lot of textures and fonts lately, so the loading time became longer. Today, I decided to change my loading screen patterns to:

[Loading starts]...........................................[Loading ends]
[Fade-in starts]....[Fade-in ends]........................................[Fade-out starts]....[Fade-out ends]

As you can observe, the fade-in and the loading now start at the same time; the fade-out starts whenever the loading ends. However, as resources become longer and longer to load (this afternoon I hit ~450 ms), I'm thinking of removing the fade-out in order to gain extra time and make it more bearable. But with no fade-out, it just looks awkward Emo
Of course, it would be impossible to make the fade-out end exactly at the same time as the buffering. I guess I could find a way to start the fade-out at an approximated time so that it would end more or less at the same moment as the buffering.
How would you cope with this problem? Delete completely the fade-out, leave it as is, approximate?

(I should probably mention that the fade-in and fade-out times are about 150 ms each)

J0 Smiley

Offline thedanisaur

JGO Knight


Medals: 59



« Reply #4231 - Posted 2016-05-09 22:17:14 »

just reduce the fade out time, if the loading is too long to spare less than a quarter second I'm not really sure the fading is the problem. The jump from a load screen into a game is just fine.

Every village needs an idiot Cool
Offline NegativeZero

JGO Kernel


Medals: 329
Exp: 1 month or less


Zero but not.


« Reply #4232 - Posted 2016-05-09 22:55:04 »

this afternoon I hit ~450 ms
I should probably mention that the fade-in and fade-out times are about 150 ms each

Total of 700ms load time... that's less than a second. You're fine.

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Mac70
« Reply #4233 - Posted 2016-05-10 00:03:03 »

Hi lads! Smiley
'Til now, this is how my loading screens worked:

[Fade-in starts]....[Fade-in ends][Loading starts]....[Loading ends][Fade-out starts]....[Fade-out ends]

Very suboptimal.
It worked all right, because I didn't have a lot of resources to load so it would just fade in then fade out. However, I've been adding quite a lot of textures and fonts lately, so the loading time became longer. Today, I decided to change my loading screen patterns to:

[Loading starts]...........................................[Loading ends]
[Fade-in starts]....[Fade-in ends]........................................[Fade-out starts]....[Fade-out ends]

As you can observe, the fade-in and the loading now start at the same time; the fade-out starts whenever the loading ends. However, as resources become longer and longer to load (this afternoon I hit ~450 ms), I'm thinking of removing the fade-out in order to gain extra time and make it more bearable. But with no fade-out, it just looks awkward Emo
Of course, it would be impossible to make the fade-out end exactly at the same time as the buffering. I guess I could find a way to start the fade-out at an approximated time so that it would end more or less at the same moment as the buffering.
How would you cope with this problem? Delete completely the fade-out, leave it as is, approximate?

(I should probably mention that the fade-in and fade-out times are about 150 ms each)

J0 Smiley

As long as you are below 5 or 15 seconds (depending on if you show loading screen on every level/area loading or only once when game is starting) you don't have anything to worry about. Smiley
Offline theagentd
« Reply #4234 - Posted 2016-05-10 15:27:31 »

As long as you are below 5 or 15 seconds (depending on if you show loading screen on every level/area loading or only once when game is starting) you don't have anything to worry about. Smiley
I appreciate every effort game developers make to reduce load times. I'm disappointed that multithreaded loading is not more common in CPU limited loads...

Myomyomyo.
Offline delt0r

JGO Wizard


Medals: 143
Exp: 18 years


Computers can do that?


« Reply #4235 - Posted 2016-05-10 22:35:10 »

As long as you are below 5 or 15 seconds (depending on if you show loading screen on every level/area loading or only once when game is starting) you don't have anything to worry about. Smiley
I appreciate every effort game developers make to reducing load times. I'm disappointed that multithreaded loading is not more common in CPU limited loads...
It is not nearly as easy as it looks to make work. I know i tried it. You end up with lots of OS wait states. Really you can only read stuff from disk so fast and for the most part having a not stupid on disk format is about as good as it gets. But max IO bandwidth is not realized if your also trying to get max data to the GPU etc. In theory it can work. But even million dollar GIS systems come with custom configurations often enough to reduce the problems with streaming data. 

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

JGO Kernel


Medals: 517



« Reply #4236 - Posted 2016-05-11 07:48:17 »

Compression is a good thing for lowering load time.

And in other news: https://renderdoc.org/vulkan-in-30-minutes.html
Offline delt0r

JGO Wizard


Medals: 143
Exp: 18 years


Computers can do that?


« Reply #4237 - Posted 2016-05-11 08:52:32 »

Compression is a good thing for lowering load time.
The fastest i have found is store it the same as in memory. Use simple fast compression. None of the xz or bzip stuff that is slow. Basically gzip. Gzip saves time of spinning disks (not RAID) but is level pegging with SSD. The space saved is worth it anyway.

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

« JGO Spiffy Duke »


Medals: 1033
Projects: 3
Exp: 20 years


Eh? Who? What? ... Me?


« Reply #4238 - Posted 2016-05-11 09:05:09 »

Compression comes in to its own when you're dealing with laptop spinning disks, hopefully a dying breed but awfully slow nonetheless.

I've considered multithreading loading code a number of times but the headache isn't worth it for the gains. For a start there is usually a dependency graph of resources that needs to be calculated, which isn't trivial, and then you've got to feed it all into a thread pool and then collect the final results in a single thread at the end to send to OpenGL etc etc. Obviously a bit different with Vulkan but that's all cutting edge anyway.

Cas Smiley

Offline ThePhotonicPizza

Senior Newbie


Medals: 4
Exp: 3 years



« Reply #4239 - Posted 2016-05-11 14:31:31 »

I started learning Löve2D for Lua, and I think I fell in love (pun not intended)
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline delt0r

JGO Wizard


Medals: 143
Exp: 18 years


Computers can do that?


« Reply #4240 - Posted 2016-05-11 22:47:33 »

Well weeks and little progress. This own company thing is harder than it looks. Last week was bad as a friend suddenly pass away. Sad times.

This week i have been a chronic procrastinator. So i got out the book that helps me on that and am applying that for the next little while, so far so good. Didn't muck around at all this morning. Got cracking straight out of the blocks. Lets try and keep that up eh.

You may wonder why i would post this. Well i am trying to organize some informal weekly indie thing here (Auckland NZ). Because when you work mostly on your own it is very easy to have days, weeks and even months just evaporate  and you don't really keep up with what you should be doing, and what your not doing.  I know of no silver bullets, but contact with others who can tell you "what the.. you should us that last month". Or alternatively and more common, it like Dam he got soo much done. What was i doing? So until then your my informal weekly meeting Cheesy

So lets crack on.

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

JGO Kernel


Medals: 121
Projects: 9
Exp: 50 years


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


« Reply #4241 - Posted 2016-05-12 02:10:49 »

Today I wrote a game on a computer older than almost all of you.

Imgur album

Excuse the potato quality.

The darkest of carts.
Offline Oxen

Junior Devvie


Medals: 5
Exp: 6 years



« Reply #4242 - Posted 2016-05-12 12:51:05 »

As I'm heading to uni to do Game Development I have started learning c++ conventions as it's required in my course..... what an ugly language, their syntax is horrible, my cant I just do it in Java Sad
Offline theagentd
« Reply #4243 - Posted 2016-05-12 13:56:58 »

As I'm heading to uni to do Game Development I have started learning c++ conventions as it's required in my course..... what an ugly language, their syntax is horrible, my cant I just do it in Java Sad
C++ conventions? What conventions?

Myomyomyo.
Offline Slyth2727
« Reply #4244 - Posted 2016-05-12 20:14:02 »

C++ conventions? What conventions?

You kid (maybe) but in my somewhat limited time developing with C++ I never saw anything about conventions other than bracket placement, which is really just inherited from C... Whereas in Java when I was learning the conventions were drilled into my skull by every tutorial I looked up. Just an interesting difference.
Offline delt0r

JGO Wizard


Medals: 143
Exp: 18 years


Computers can do that?


« Reply #4245 - Posted 2016-05-12 22:18:43 »

Today I wrote a game on a computer older than almost all of you.

Imgur album

Excuse the potato quality.
Sadly i do believe i am older.

I have no special talents. I am only passionately curious.--Albert Einstein
Offline orange451

JGO Kernel


Medals: 381
Projects: 6
Exp: 7 years


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


« Reply #4246 - Posted 2016-05-13 07:55:36 »

Started working on my level editor again Smiley


First Recon. A java made online first person shooter!
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #4247 - Posted 2016-05-13 10:17:26 »

I increased the number of recipes a smith can execute in Vangard. This bankrupted all the smiths as they made a scatter of different implements but under the default selling rules they would not sell singletons. So a simple addition to my recipe and item lists resulted in a need to do a major rewrite of my buying/selling code!

The same problem was affecting my bakers, so now the long-standing village pie shortages should come to an end Smiley

Offline Slyth2727
« Reply #4248 - Posted 2016-05-13 20:07:21 »

I wrote a little script to convert .bdf (bitmap font) files into C style 2D arrays! This lets me take any bdf I find on the internet and put it in my OS, which is pretty cool.

https://github.com/CMatri/casteOS/blob/master/fonts/bmpcvtr.py

Yes, I know it's probably disgusting for any Python enthusiasts. Don't care.
Offline SHC
« Reply #4249 - Posted 2016-05-14 09:14:54 »

In the process of learning to write a lexer and parser, I wrote a JSON parser myself, just for learning.



The JSON I used is like this:

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{
    "employees": [
        { "firstName": "Harsha", "lastName": "Chilakapati" },
        { "firstName": "Teja", "lastName": "Chilakapati" }
    ]
}

This is very interesting, and I now understood how to read diagrams. The parser also gives error messages if present on line number and column number. Pretty cool this is working.

I'm now gonna try out extending this to support Longor's XHON.

Offline Herjan
« Reply #4250 - Posted 2016-05-14 09:46:46 »

I bought a books bundle mainly for the books about: reverse engineering / the art of exploitation / practical malware analysis, but there were also some books about python in it.
So decided to start of lazy and learning python is really fun so far. I'm having that same "YEAH, I printed my name 10 times in console!" feeling as when I started programming Tongue
Offline blobloblob

Senior Newbie


Medals: 1
Exp: 3 years



« Reply #4251 - Posted 2016-05-14 11:38:33 »

Gosh, I hate json so bad... I wrote my own simple markup language (cause even the YAML is bloated for me). The format was like that:

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astring: "Testing \" syntax:parsing ,. is 2..5 correct"

# A comment that starts with a hash symbol.

# Examples of arrays, keep in mind that arrays can be of only one type, you cant
# mix number and strings inside array.
moods: ["
Sad", "Indifferent", "Happy"] # Strings array

ratings: [1, 2, 3, 4] # Integer array
ratios: [2.0, 3.0, 5.0] # Floats array


# A collection: indentations designate the scope, each indentation must be 2 spaces:
people:
  john:
    name:  "
John McCrank"
    birth: 1985
    email: "
low_rider@come.com",
  andy:
    name:   "
Andy Monkey "
    birth: 1995
    email: "
pure_boy@ trolls.com"
  kate:
    name: "
Kate Broccoli"
    birth: 1998
    email: "
spinach@cans.com"
 

leader: @people.john # Reference to previous element.

# The quotes inside strings must escaped:
end_word: "
My mother said:  \"I don't want to eat a banana\""

# Multiline string example:
quote: "
I dont know how long will this span
  , but certainly it wont be a single line"


No funky stuff - only primitives, arrays and back references to allow single-pass parsing.
Offline SHC
« Reply #4252 - Posted 2016-05-14 12:29:18 »

In my opinion JSON is still a good format over XML, because it is programmer friendly. Why I have chosen it is because GLTF model format uses JSON, and also this is an opportunity to learn how to write parsers. Next up, I'm also going to implement XML parser, and then I'll try to write my own JBasic, basic language run on JVM.

This is made as part of my college course.

Your format is awesome by the way, especially because I like YAML and yours extend it.

Offline Longor1996

JGO Wizard


Medals: 115
Projects: 2
Exp: 8 years


The cake is probably a lie.


« Reply #4253 - Posted 2016-05-14 13:02:59 »

- snip -

I'm now gonna try out extending this to support Longor's XHON.

Just so you guys know what he is talking about:
The XHON file format is a superset (with nifty features) of JSON that I developed.
The specification is pretty much complete (all features are in) and can be found here:
https://drive.google.com/file/d/0B66SwOYHam6UMkNhVmMyR18tX2M/view?usp=sharing

Offline KaiHH

JGO Kernel


Medals: 520



« Reply #4254 - Posted 2016-05-14 13:12:05 »

Some useful resources for writing a new language with Java/JVM:

Lexer and parser generators taking a language grammar in EBNF form:
- https://javacc.java.net/ (recognizes LL(k) languages)
- http://www.antlr.org/    (recognizes LL(*) languages)
(FreeMarker and Velocity both use JavaCC to generate lexers and parsers from their grammars)

Also interesting toolkits to build whole IDEs around a language (syntax highlighting, auto-suggest, etc.):
- http://www.eclipse.org/dltk/
- https://eclipse.org/Xtext/
Offline Longor1996

JGO Wizard


Medals: 115
Projects: 2
Exp: 8 years


The cake is probably a lie.


« Reply #4255 - Posted 2016-05-14 13:14:31 »

-snip-

And here is a railroad diagram generator for EBNF while we are at it:
http://bottlecaps.de/rr/ui

Offline purenickery
« Reply #4256 - Posted 2016-05-15 02:42:36 »

Made the full islands generate with little towns!


Working on Questica!
Twitter: @purenickery
Website: http://www.questica.net
Offline J0
« Reply #4257 - Posted 2016-05-15 12:34:20 »

World generation is so cool! I have to include it in my next project :')

Offline Ecumene

JGO Kernel


Medals: 197
Projects: 4
Exp: 8 years


I did not hit her! I did not!


« Reply #4258 - Posted 2016-05-15 20:03:19 »

World generation is so cool! I have to include it in my next project :')
On the topic of world generation try my looping noise if you're making a sort of planet
http://www.java-gaming.org/topics/opensimplexnoise-looping-noise/36701/msg/349096/view.html

Offline Oxen

Junior Devvie


Medals: 5
Exp: 6 years



« Reply #4259 - Posted 2016-05-15 22:22:22 »

Spent 4 hours looking for a bug in my LWJGL code and there was no error in the console....turned out to be a undefined int in a class -.-
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