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Thygrrr

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About Thygrrr

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  1. Yeah, if we could take Lumbergh over PHB anytime, that'd be great.
  2. Hi, I'm Thygrrr!   Yeah... I've been lurking for "a while".   About 9 years ago I proudly posted somewhere in the lounge that I am now finally a part of the industry (graduating from hobbyist).   I've always had a knack for leading teams both technically and creatively, and thus held the position of CTO at a major german independent studio for almost 4 years now and I'm still going strong. I regularly check GD.net, especially since the recent influx of fresh, premium quality articles. I'm glad it's not exclusive content (that's such an outdated concept...), but nonetheless I read most of it on GD.net first. Old habits never die.    While it's fun to see the same questions be asked and aswered in pretty much any game dev forum all these years, I have to say these are interesting times, with the massive creativity explosion and technology advances across the board.   So, hello world.
  3. I believe what happens is that you have subpixel rendering turned on (it is by default, and it's a good thing), so when you scroll your images, parts of neighboring pixels "outside" your intended texture coordinates are filtered into the fragments of the quads. This is not visible when you use the same tiles, but it is when you use different tiles. Two solutions: a) turn off subpixel rendering (bad idea, depending on how your game works), or b) make sure your textures have a sufficient border (for scrolling purposes of unscaled textures, a single pixel border outside the actual texture coordinates of the quad will suffice). Note that the border needs to be as inoccuous as possible, and fit all the textures. If you just copy the last row or line of pixels, you may end up with a strange "watery ripples" effect instead.
  4. Simply go to www.netbeans.org, get Netbeans with mobility option. Go to java.sun.com an get the current JDK. Then, get a WTK (SDK), preferrably from the manufacturer of your handset. e.g. from developer.sonyericsson.com , forum.nokia.com, developer.samsungmobile.com, or motodev.com ... this is only moderately necessary, you could also work with the standard WTK from Sun. Add the WTK as a platform to netbeans in the "Manage Emulators" and "Manage Configurations" dialogs. Then, creating a simple hello world midlet in Netbeans is just a few clicks of your mouse away. The Propel should allow you to install the applications via bluetooth.
  5. Usually, when a J2ME game is slow, the programmer didn't do it right. Especially when it's during one of your early tests. Yes, some phones like the RAZR V3 lack processing power; it's still more than enough to male a 2D car racing/stunt game with vectorized collision volumes for sprite objects and keeping the drawable elements in a quadtree. Of course, in K800 type phones, I was able to use several additional layers for shadows, street markings, skid marks, and parallax effects. Game runs at around 50 fps there.
  6. Developing Symbian apps is immensely painful. Don't do it. There are also at least 10x as many phones out there that support JavaME compared to those that run Symbian. Additionally, almost all Symbian phones have somewhat decent JavaME support. That said, JavaME is clearly inferior in capabilities; but Symbian isn't that much better - mostly because the APIs and conventions are so fracked up. The best platforms are actually the iPhone and Android, with only the former being a significant market. 4% of Java Phone owners download games. Many don't download again, ever. Probably the same is true for Symbian owners. 30% of iPhone owners download games. iPhone, while making up only a tiny percentage (~2%) of the handset base on the western market, accounts for 18% of all mobile game sales. So, if you're alone or a very small team, and planning to make money, go iPhone. If you're part of a company with resources, go Java and iPhone. If you're just dabbling around with your personal phone, use whatever it runs. That said, I earn a living making JavaME games. I love my job, despite (or maybe even because) of the platform's shortcomings. However, I am avidly looking forward to Android (which is also Java, but not JavaME).
  7. Stack traces on devices would be a great thing to have, assuming they don't require too many changes to the source code per se. It's not THAT important in our everyday development work, but during porting, pretty much every project hits one or two devices where a stack trace would really speed up the debugging process. None of these "troublemakers" is suited for on-device debugging, which makes it moot (and we don't use it for SonyEricsson phones, for instance, because we rarely run into "mysterious" bugs on those, and because debugging in the emulator is just so much easier). We employ a few cludges, even displaying line numbers in the code, but nothing as good as a genuine stack trace. That said, I'd be very interested in your project, and maybe we can exchange some experience about things we tried in the past, etc.
  8. Quote:Original post by Shakedown With Java, yes. With javascript, no. Seconded. javascript doesn't have much to do with Java in the first place, anyway. In Java, it is very feasible. I've successfully done it a few times, and am currently doing it again, in my everyday job as a mobile games developer. And that's not even JavaSE, but JavaME...
  9. I've been making Java games on cell phones for a living in the past 5 years now. Java games for phones come in three flavors. First, there's J2ME (recently dubbed JavaME), which is the most prominent type; however, its 2D capabilities are very poor and its 3D APIs are either very akward (JSR-184 Mobile Java3D) or not widely supported (OpenGL ES). Another flavor is DoJa (Docomo Java), which is (still?) popular in Asia, and I can't really tell you much about it. The third "purely mobile" Java flavor is Android, which basically tramples over J2ME in the graphics department; and the APIs are much more solid and thought out from the looks of them (just getting started myself, most of my experience and everyday work involves J2ME). Alternatively, you can also use JavaSE on a range of smart phones, usually those that support CDC. My personal recommendation would be to try out Android, unless you're aiming to make money immediately, which means you're pretty much stuck with J2ME. There you'll have to work with limiting, crippled, or poorly designed APIs, even poorer implementations, and don't even get me started about sound. (Yes, I'm a bit bitter, but things are looking up since the advent of Android; and J2ME is still a fun platform - it's just ridiculously limited and FUBAR in many aspects. It still remains the prevalent platform for now, however.)
  10. Quote:Original post by cordel I've read it. You mean maybe to substract each two dots (x1 and x2 ,y1 and y2) and somehow comapare it with (a,b) ? No, that wouldn't work. Just check whether x1 <= a <= x2 and y1 <= b <= y2 (after making sure x1 <= x2 and y1 <= y2 by swapping the coordinates around accordingly if necessary).
  11. Quote:Original post by ahung89 Thanks guys. I bought Killer Game Programming. Haven't started it yet - I need to learn about threads before doing so. The Sun tutorial is confusing as hell. Threads are confusing as hell. This is a friendly warning: Half-baked knowledge in this area is very, very dangerous. When using threads, you are guaranteed run into more problems than you solve, causing you frustration and confusion. It is also a common misconception that you need threads to make multiple things in a game happen 'simultaneously'. In fact, the contrary is true. You don't need in-depth knowledge of multithreading if you want to develop a decent game - even a complex one. A solid game design usually has all the relevant code happening in a single thread, which runs some kind of 'main loop', processing input first, then appliyng the game logic, and finally painting the game screen. If your graphics API of choice requires you to process your screen drawing in another thread than the main application loop (actually kind of common in Java), try to make the best of it and synchronize your paint routine and main game loop (look up Java keyword 'synchronized' once you encounter problems there). [Edited by - Thygrrr on January 7, 2009 4:30:23 AM]
  12. It is NOT possible using standard WMA (JSR 120 & 205) for JavaME, unless you are dealing with special text messages on special ports (not the kind normal users send, those are restricted - you can send them using WMA, but cannot receive them in JavaME MIDlets to process them in any way). I understand you want a web interface for your SMS inbox. This is not doable in normal JavaME - however, some vendors or operators may provide special APIs for such a task, but you usually have to get your code signed in the vendor or operator domains, something which is all but impossible for mortals (and most gods, as well - a completely FUBAR process). You cannot self-sign your code, even if it's your own handset. The best bet might be device-bound developer certificates from Motorola, which are difficult to obtain, as well. I'm not certain whether their Messaging APIs support processing standard SMS. Another specific set of APIs might be the O2 UK set of core network APIs, which is handled a tad less restrictively. IMHO this is one of the massive design roadblocks everyone involved in J2ME seemed all too eager to put in.
  13. You should Google "Yacc" and "Flex" :) Unless you're trying to make this a rather tedious learning excercise (learning is good, but so is knowing how to make compilers using Yacc).
  14. This is incorrect, plain java will probably not work. JavaME projects often use strange configurations and/or some kind of funky source code preprocessor (that's right!). At the very least, you need Ant to build and package the binaries so you can run them in the emulator. Get EclipseME (and an appropriate version of Eclipse); you should be able to open the files just fine. You may have to copy the project directory into your workspace directory; but I'm sure your friend can help you with those details). If everything else fails, just ask him to send you a copy of his entire Eclipse directory, including the workspace. http://eclipseme.org/
  15. Quote:I'm not sure what you're talking about here. Building the contact graph? Easy to do in-place; just put the required bookkeeping fields in the rigid body class. Maybe I don't get it at all, then. Their circular dominoes example completely confuses me, to be honest. I'll go back to studying the paper... If I keep an array or Vector with all the potential edges to other bodies in each body... is that what you mean by "bookkeeping fields"?