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  What I did today  (Read 3430937 times)
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Offline Sickan
« Reply #4560 - Posted 2016-08-03 10:29:49 »

I did very well on my interviews for full time conversion with Google today! I hope I get a full time offer!

Congratulations!
Offline VaTTeRGeR
« Reply #4561 - Posted 2016-08-03 10:37:35 »

Added a performance graph and optimized the model debugging (and a buttload of "engine-stuff")

[->full size]
Online Spasi
« Reply #4562 - Posted 2016-08-03 11:35:03 »

I did the LWJGL session at JCrete yesterday. Not a great turnout, but was good fun. I got most questions from Jaroslav Tulach (NetBeans architect, now working on Truffle/Graal). Spent a bit of the afternoon with him, building Graal and exploring its source code. It sounds like it might be a great alternative to Project Panama for native interop.

Apparently he also talked to Cliff Click about it and he decided to make a session this morning on "why JNI is slow". I'm familiar with the issues and I'd seen that presentation before, so not much to learn. An interesting note was on native-to-Java callbacks: they're slow because they're always interpreted. He wasn't familiar with Panama or JNI Critical Natives. Showed him some critical native code in LWJGL at the end, I think he was a bit surprised that it actually works.

I also did a session on Kotlin today, quite a few people showed up and most of them hadn't seen it before. Not much you can do in an hour, but I think it was enough to get them started.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Archive
« Reply #4563 - Posted 2016-08-03 22:32:41 »

Phew! Today was optimization day. Shoutout to theagentd for helping me with optimization over skype and teaching me some things about memory management and data reading and writing on the CPU. Overall, I increased textured rendering speed by 1.5x!

Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #4564 - Posted 2016-08-04 21:01:47 »

@VaTTeRGeR, I like that performance graph, I'm going to add a copy to Vangard Smiley

Offline EgonOlsen
« Reply #4565 - Posted 2016-08-04 21:14:32 »

I've finally released a version of Naroth that supports the russian language (and also includes new images for the character creation process). Both combined look like this:


Offline Archive
« Reply #4566 - Posted 2016-08-05 04:14:21 »

Added bounding box based shadows on the lightmaps Smiley
Looks pretty good, but it's not perfect yet.

Offline h.pernpeintner

JGO Ninja


Medals: 107



« Reply #4567 - Posted 2016-08-05 06:57:23 »

Do you use automatic lightmap coordinates generation, or are your meshes parameterized?
Offline VaTTeRGeR
« Reply #4568 - Posted 2016-08-05 07:59:49 »

@ags1, the whole thing is on github if you feel lazy today Grin
FrameTimeDebugRenderSystem.java
I also added an update time graph! The lower graph just displays fps with fps=1/delta which is also useful but not as useful as the time needed to run the update and render loop.
Offline Archive
« Reply #4569 - Posted 2016-08-05 16:20:31 »

Do you use automatic lightmap coordinates generation, or are your meshes parameterized?
I calculate the lightmap UVs by finding the distance between the polygon vertices and normalizing them

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline roseslayer

Senior Devvie


Medals: 12



« Reply #4570 - Posted 2016-08-05 23:10:33 »

More what I did yesterday..



I love the last one, looks like actual art
Offline theagentd
« Reply #4571 - Posted 2016-08-07 10:55:10 »

I ran some small tests on Vulkan pipeline creation. Vulkan has two ways of improving the performance of creating pipeline objects: derivatives and pipeline caches. Derivatives allow you to hint Vulkan that there are big similarities between two pipelines you want to create and that the driver should do its best to reuse data from one pipeline when creating the second one. A pipeline cache is an object you pass in when creating pipelines, and the driver is free to store and read data from the cache when creating pipelines. In addition, this cache object can be serialized to disk and reloaded later, allowing you to persistently save the cache between runs of your game, improving load times after the first run.

I simply ran a small test creating 1000 pipelines 100 times and measuring the average time it took:
1  
2  
3  
4  
Nothing:     86.599ms
Cache:       80.048ms
Derivative:  86.826ms
Cache+Deriv: 79.531ms


In other words, on Nvidia drivers derivative have no impact on load times, but the cache does take off almost 10% of the load time. In addition, the cache is thread-safe, allowing you to use the same cache from multiple threads. Looks like the simplest and fastest solution is to ignore derivatives and just multithread the whole thing while using a pipeline cache, at least on Nvidia. If someone has an AMD GPU, it'd be interesting to see how their driver deals with this.

EDIT: The above tests created all pipelines using a single vkCreateGraphicsPipelines() call to create all 1000 pipelines. If I create 1 pipeline at a time using one vkCreateGraphicsPipelines() call each, it takes around 92ms even with a cache.

Myomyomyo.
Offline J0
« Reply #4572 - Posted 2016-08-07 17:30:21 »

In two weeks I'll take a plane in Paris and will be out of France for at least 5 years Smiley
Going to study computer games technology at Abertay University Dundee, Scotland

J0

Offline winspeednl
« Reply #4573 - Posted 2016-08-08 09:08:54 »

Today I made a console for my game.
I will use this to easily test features in my upcoming game (but I am planning to leave the console in the game).
It doesn't have many commands as of now but i will extend it Wink

Microsoft gives you Windows. Linux gives you the whole house.
Offline philfrei
« Reply #4574 - Posted 2016-08-09 18:41:48 »

On Sunday I figured out enough about MIDI to set up a Receiver and obtain real-time messages from my synth keyboard (a Yamaha DX-7S), intercept and use them to play one of my Java FM synth patches. I'm only responding to key-on and -off, making use of the MIDI key and velocity data.

There is a bit of lag, but it is not terrible. Could still work for someone playing solo, or playing ambient or in a situation where being "in the pocket" is not required.

Next step is to interpret MIDI sequence files, where the timing info is included.

"Master plan" : to have some degree of parallel development in DAW and Java available, having the same "patches" available in both (have about a dozen so far, aiming for more like 60). Then, can compose music in the DAW, save to MIDI, import the MIDI into Java for procedural playback. TODO steps include translating the midi into the event system I've written, as well as dealing with unanticipated pitfalls. Lot's to do still.

music and music apps: http://adonax.com
Offline matt_p
« Reply #4575 - Posted 2016-08-09 19:35:34 »

Today I made the thing with my DataProvider classes (had a recent What I did today post according to that, TL;DR all game assets and stuff are loaded through an abstract data provider class and I already had several implementations to e.g. map folder to memory and so on) even better:
GameCreator is now enabled to write the release version of the game directly to memory, starts the GamePlayer as a second process which then loads from it (over socket connection) - so no data is written to disc and it is quite fast Smiley
Offline Shatterhand
« Reply #4576 - Posted 2016-08-11 15:54:36 »

Had a quite productive day…
Integrated an Artemis-style ECS (Entity-Component-System) into my game and prepared everything for parameterizing my entity class and component classes with class reflection (makes loading entity templates into memory much easier)
Also finished the JavaFX-GUI for the World Editor of that game (using FXML and Scenebuilder) and started to work on the logic (JavaFX-Components are harder to handle than the good old Swing components *PHEW*)

Micro$oft broke Volkswagen's world record: Volkswagen only made 22 million bugs!
Offline Archive
« Reply #4577 - Posted 2016-08-12 20:25:29 »

Ray traced shadows now instead of bounding box :0
Textured

Not textured

Textured

Not textured

Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #4578 - Posted 2016-08-13 15:00:57 »

Lost a couple of days of Vangard prototyping due to computer malfunction. The power saving mode laptop CPU was set to 100% and cooling was set to passive... so it cooked itself while doing a system update. How did that even happen?

Offline Mac70
« Reply #4579 - Posted 2016-08-13 23:38:47 »

Lost a couple of days of Vangard prototyping due to computer malfunction. The power saving mode laptop CPU was set to 100% and cooling was set to passive... so it cooked itself while doing a system update. How did that even happen?

Just Windows. (I guess?)

And when it comes to overheating... Shouldn't CPU automatically shut down when its sensors detect that temperature gets too high? Intel CPU's have special sensor that do emergency halt on hardware level when reaching high temperature (something like 90-95 degrees, exactly 93 on my old laptop), without communicating with OS or even BIOS.
Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #4580 - Posted 2016-08-14 10:20:58 »

That is exactly what happened - the pc was in don't-switch-off mode, the cpu got to hot and the system did an energency shutdown Sad

And I was making good progress on my town planning idea..

Offline Mac70
« Reply #4581 - Posted 2016-08-14 12:54:33 »

More like "what I did yesterday" (or well, technically today very early morning) - found this:

https://quantumexperience.ng.bluemix.net/qstage/
Offline death_angel
« Reply #4582 - Posted 2016-08-14 20:49:19 »

Started polishing my first game  Grin

I am just a guy
Offline Ecumene

JGO Kernel


Medals: 200
Projects: 4
Exp: 8 years


I did not hit her! I did not!


« Reply #4583 - Posted 2016-08-15 01:32:12 »

The site for JGLOOm is finished! And so is the maven deployment. If anyone finds some errors, please let me know! (Issue trackers don't work on forked projects, PM me Tongue)

http://jgloom.org/

Offline ShadedVertex
« Reply #4584 - Posted 2016-08-16 09:03:41 »

Today, I thought of an amazing idea for an awesome game. I'm working on the idea, but the problem is, I dunno if I'll even be able to finish the game. I might not have enough knowledge and experience when it comes to working with 3D. Bah, whatever.

Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #4585 - Posted 2016-08-16 10:11:48 »

I integrated @philfrei soundscapes into Vangard. There is a night and day soundscape, I just need to tweak them now and add tense/relaxing flavors (so countryside near towns has a relaxing ambience, while deep wilderness has more frequent tension-inducing sounds). Then add some accents, like a dawn chorus of birds, rainfall, variable wind.

I will give sound a plugin architecture, so I can have a default sound system using a few samples and TinySound, and will then wrap @philfrei's work in a plugin.

While i am doing that, I will also complete the work to make the game's UI a plugin too, so I can easily deploy different views when bored. Like Vangard Isometric, Vangard Third-Person View, Vangard First-Person View, and Vangard VR. Plenty stuff there to keep me busy till 2020 Smiley

(Seriously, I have one user - 50% of my user base! - that has requested an isometric/RTS-style view, so I would like to add that, but still keeping the simple Vangardy look and feel).

The idea was always to have swappable graphics, as a way to make sure my presentation code is strictly separate from my game logic. As a way to force me to do that, I chose Java2D as my initial graphics library Smiley

=====

@ShadedVertex, are you sure you need 3D? It's hard to think of a game that is restricted by its very nature to just one form of representation.

Offline J0
« Reply #4586 - Posted 2016-08-16 10:34:15 »

Vangard VR
I'm looking forward to that!

Offline ags1

JGO Kernel


Medals: 367
Projects: 7


Make code not war!


« Reply #4587 - Posted 2016-08-16 10:40:19 »

The problem with VR is first-person motion makes people sick. I have the idea to combine the zooming mechanic with VR so that when you are standing still or only moving a little (roomscale?) you can be in VR-first person mode, but otherwise you are in zoomed out VR birds-eye view mode (still in VR, but not in first-person VR).

jME has some support for VR, so all i need to do is figure out how to to export a view of the world to a jME instance, and of course rebuild the GUI controls for VR. A couple of days work, surely! Smiley

With flexible graphics plugins, there is always the hope that @theagentd will be a huge fan and will upload a free fan-made plugin with gorgeous 3D models, shaders and stuff.

Offline ShadedVertex
« Reply #4588 - Posted 2016-08-16 11:06:00 »

@ShadedVertex, are you sure you need 3D? It's hard to think of a game that is restricted by its very nature to just one form of representation.

I definitely need 3D Smiley I can't tell you what it is, not because I want to keep it a secret, but because I still don't know if it's going to work out. But the game needs to be done in 3D for the game to convey the right message.
Offline theagentd
« Reply #4589 - Posted 2016-08-16 13:34:14 »

With flexible graphics plugins, there is always the hope that @theagentd will be a huge fan and will upload a free fan-made plugin with gorgeous 3D models, shaders and stuff.
Heh, please don't count on that, as I'm very low on free time nowadays. xd Still, I might take a look at some point. =P

Myomyomyo.
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