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OscarYang

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About OscarYang

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  1. OscarYang

    Moving an image

    This would be a great time to look into LWJGL (Light Weight Java Game Library) since it is a binding to OpenGL (Minecraft is using this!) it will provide relatively advanced graphics. There is nothing wrong using Swing as your backbone, and if it is, I suggest you look into "Killer Game Programmer in Java" which does a nice job of explaining game programming using Java with Swing. CXD
  2. Java does not tend to eat up memory. Excessive memory usage has nothing to do with Java itself, it all depends on your very own coding style and that of used libraries. Please do not feed age-old myths. True is, that automated garbage collection can lead to mindless programming habits, but that usually has bad consequences in each and every language and environment. [/quote] Thank you
  3. If you are learning Python, you should check out PyQt, PyGame, and / or PyOpenGL which are GREAT AND AWESOME for your game development I'm currently working on a project that generates natural foot prints (including angels and timing) using PyOpenGL. Essentially it's OpenGL with Qt but in Python. CXD
  4. That is a nice article and frankly, it's got a point. However, I would like to point out that who ever wrote this is still thinking in an older mind set. Garbage Collection (GC) was a hot topic back in its birth dates just like how multi-core programming and languages that supports multi-thread optimally is a hot topic today. People back then wasn't sure if GC can be implemented on software or it needs hardware acceleration. Eventually, software was all that it needs. The point of bring this is the word "NEED". If you know your software NEEDS that 0.1s of optimization by using cache, then use C/C++ and do those crazy things! So why don't we NEED that optimization today? The article mentioned that Java uses more memory. Is that a problem? NO...who isn't on a 64-bit machine that has more than 4096MB of RAM? Maybe people who DON'T CARE for that speed and some who just can't afford that cheap memory would still use an older system with less RAM. With that much RAM, we can AFFORD Java's heavier memory usage. Additionally, SSD are becoming more and more popular and page swapping on those isn't that bad. With that in mind, we should be focused on other things such as "Design Patterns", "Production Flow", "Prototyping" etc. Unless you are writing some low level CORE library, honestly, WHO CARES? CXD [/quote] Actually, Java using more memory can very much be a problem depending on what you're doing. Mobile devices (Android's Dalvik comes to mind) or large industry systems may see this. I have a friend who works for one of the large database providers, and with so many virtual instances running, their Java implementation constantly drives down the available system memory. Even in normal game development, Java tends to simply eat up memory, and depending on what you're doing, memory might be in short supply. I do a lot of procedural work, and end up using a lot of memory. I've hit the 4 GiB limit in the past with C++; Java would have been worse. Your point about caching seems... well, wrong. Most VM/JIT implementations tend to be relatively cache unfriendly, and that can and will significantly hamper performance. Java isn't appropriate for many games because of its system-agnostic nature - the programmer can and often will write better abstraction code than a JIT will generate. ALSO, is there a REASON that you SEEM to enjoy PLACING EMPHASIS on things USING caps so OFTEN? Yeah for mobile device that's probably true And I didn't know that about Java pointers so thanks for the info CXD
  5. Has anyone seen the source code for printf() ?
  6. OscarYang

    Java RPG Stats System

    Okay, I'll make a list of the things I want and try to come up with an OOP design such that it is easy to mix and extend the effects. Thanks!
  7. OscarYang

    Bizarre results in pool sim

    Maybe when FRAPS starts recording your frame rate drops? If you are using an Euler-Integrater your delta time could be too big which causes your derivatives to be off and therefore updates are more chaotic.
  8. So does every language in existence. [/quote] Uhh... no? [/quote] Uhh... yes? lol you just can't directly manipulate them in other languages... but they ALL USE POINTERS
  9. On top of my head I'm guessing it is because you are using TimerTask() class. I THINK (if I remembered correctly) if you don't have enough time that frame, TimerTask will NOT call it's run() method which means it won't "paint()" or "update()" or w/e method you stick inside TimerTask(). I suggest use a timer yourself by simply using "System.nanoTime()". This method returns a long that counts in nano seconds. So you should basically do this: //...stuff from before public void run(){ startTime = System.nanoTime(); update(); render(); endTime = System.nanoTime(); long timediff = endTime - startTime; //Find out the difference. This is in nano seconds startTime = endTime; //So the next time, calculation can be done correctly sleepTime = (period - timeDiff); //Period is how often you render/update your frame. 60 fps period = (1000.0/60) * 1000000L // this is ms this is ms->ns try{ Thread.sleep(sleepTime); }catch(InterrruptedException ex){} }
  10. OscarYang

    Java RPG Stats System

    Thanks for the reply! I did try that but I had problem doing things that remove effects right away. Do you use an Abstract class that automatically apply the effect and have all "Entity" implement "Effectable" ? CXD
  11. OscarYang

    [Java] Youtube Lessons

    Hey guys, I just made a new channel dedicated to Computer Science. I am starting with Java since it is nice and clean. I will be including other languages and things like OpenGL and/or DirectX so stay tuned. Thanks Channel: http://www.youtube.com/user/DeepComputerInsights
  12. I have been thinking this for a while and I'm not sure if there is already a solution out there. I did not find anything from Google. What I am wondering is how can I create a system that is easy to use for RPG games that uses stats for characters. It is not simply "Str", "Dex" and use some number to scale "attack" or "attack speed", but instead, a system that would nicely integrate effects into the game that is EASILY EXTENDABLE. Effects are things such as "decrease 10 hp per frame" or "increase 1.5 mana per frame". I'm thinking that each Entity in the game would keep at least two list of effects. Each effect maybe once time applied or per frame applied. During each frame, we simply loop through these lists and apply each effect. We remove the ones that are applied once and keep the ones that are applied over time. Anyone got any good polymorphic object oriented design? Thanks, CXD
  13. HAPPY NEW YEAR everyone
  14. OscarYang

    Java or C++?

    The main reason C/C++ is the standard is because many early graphics libraries are in C. (I know there are earlier ones but for modern games' concern, it's C). C++ is an extension to C and therefore natural to adapt to from C. Additionally, C++ is more efficient because it is closer to hardware due to its connection to C. Having said that, this does not mean Java is not efficient. Java have changed over the years and have become more and more efficient. However I think it is fair to say that C++ allows EASIER optimization and GREATER control over your code than Java. This is what I mean by "more efficient". With C++/C, you can literally fine tune your code to fit cache sizes; you may directly code assembly and force compilers to use your code instead of generate something that is potentially not optimized; finally Java makes everything into an Object which "forces" you to make MANY function calls... this mean that there will be a lot of stacks been made which lead to less efficiency when C++ is also OOP but less function calls (depends on developer). Having said that, C++ also come with great price.... SO MANY BUGS! SO EASY TO MAKE BUGS because it is too powerful. So Java is a good place to start and develop games for mobile and perhaps PC, but ultimately if you want optimization, it's C/C++ CXD
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