TheChubu

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About TheChubu

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    QA
  1. RetroPie Console

    Not for RetroPi but I have a RPi3 and it's pretty great. Cheap, silent, low power consumption and it can run a full Linux distro (no Android, no some obscure outdated hardware specific distro) like Debian based Raspbian. Cool stuff. Wish it had 2Gb of RAM and a better bus since it has like a single 10MB/s bus for everything, that means all USB ports, SD port, networking, etc. Extremely easy to setup too. Just burn the image on the SD, put it in, and it's booting. I hope that eventually main Debian project will support it completely (maybe for RPi4's CPU?) so I can just grab one of their ISOs instead of Raspbian.
  2. You have to treat this more or less like you'd do for an animation. ie, you have to express the movement in some period of time. You know where the ship is, you know where it should go, you have to determine in how much time that trip would look pleasing, and then interpolate the position each frame until it reaches it. Say that you're moving one cell per second, and you want to move two cells, so you'd need to interpolate the position of the ship between cell A to cell B for two seconds worth of game ticks. This can get more complex if you say, want the ship to steer a bit if maneuvering, or you want the ship to start slow and accelerate, then stop gradually until it reaches the destination cell. You could google around for "steering behavior".
  3. Random Number Generator

    https://stackoverflow.com/questions/5574914/srandtimenull-doesnt-change-seed-value-quick-enough
  4. Looking for advice on training a older colleague.

    So let me get this straight: You're a team lead. They give to you a 56 year old to work with, that doesn't does anything that you tell him to, and that fucking follows YouTubers to do shit. You complain to the manager, and he tells you that between you and him they'd pick him? For good reasons or not, these people don't like you nor want you. Anyone would expect this kind of thing happening in such situation, and that they're stacking it against you is telling.
  5. Looking for advice on training a older colleague.

    How old is he and how old are you exactly? Like what kind of "experience" difference are we talking here?
  6. Looking for advice on training a older colleague.

    Why would you lose your job because of him/her? Elaborate, we're not seeing the forest here.
  7. Direct3D 11 viewport inside Windows Forms

    Look at the links you provided, they're very old, 2009 and 2010. Simple Google search, from Microsoft itself https://github.com/Microsoft/WPFDXInterop
  8. Are you checking for glErrors? Or better, using arb_debug_output or khr_debug_output?
  9. Direct3D 11 viewport inside Windows Forms

    WPF (thus .NET) is the currently sanctioned way to do UI for Windows right now. WinForms is deprecated. There is also Qt if you want something native (and multi platform).
  10. OpenGL 4.6 Released

    The Khronos™ Group, an open consortium of leading hardware and software companies, announces from the SIGGRAPH 2017 Conference the immediate public availability of the OpenGL® 4.6 specification. OpenGL 4.6 integrates the functionality of numerous ARB and EXT extensions created by Khronos members AMD, Intel, and NVIDIA into core, including the capability to ingest SPIR-V™ shaders. SPIR-V is a Khronos-defined standard intermediate language for parallel compute and graphics, which enables content creators to simplify their shader authoring and management pipelines while providing significant source shading language flexibility. OpenGL 4.6 adds support for ingesting SPIR-V shaders to the core specification, guaranteeing that SPIR-V shaders will be widely supported by OpenGL implementations. OpenGL 4.6 adds the functionality of these ARB extensions to OpenGL’s core specification: GL_ARB_gl_spirv and GL_ARB_spirv_extensions to standardize SPIR-V support for OpenGL GL_ARB_indirect_parameters and GL_ARB_shader_draw_parameters for reducing the CPU overhead associated with rendering batches of geometry GL_ARB_pipeline_statistics_query and GL_ARB_transform_feedback_overflow_querystandardize OpenGL support for features available in Direct3D GL_ARB_texture_filter_anisotropic (based on GL_EXT_texture_filter_anisotropic) brings previously IP encumbered functionality into OpenGL to improve the visual quality of textured scenes GL_ARB_polygon_offset_clamp (based on GL_EXT_polygon_offset_clamp) suppresses a common visual artifact known as a “light leak” associated with rendering shadows GL_ARB_shader_atomic_counter_ops and GL_ARB_shader_group_vote add shader intrinsics supported by all desktop vendors to improve functionality and performance GL_KHR_no_error reduces driver overhead by allowing the application to indicate that it expects error-free operation so errors need not be generated In addition to the above features being added to OpenGL 4.6, the following are being released as extensions: GL_KHR_parallel_shader_compile allows applications to launch multiple shader compile threads to improve shader compile throughput WGL_ARB_create_context_no_error and GXL_ARB_create_context_no_error allow no error contexts to be created with WGL or GLX that support the GL_KHR_no_error extension “I’m proud to announce OpenGL 4.6 as the most feature-rich version of OpenGL yet. We've brought together the most popular, widely-supported extensions into a new core specification to give OpenGL developers and end users an improved baseline feature set. This includes resolving previous intellectual property roadblocks to bringing anisotropic texture filtering and polygon offset clamping into the core specification to enable widespread implementation and usage,” said Piers Daniell, chair of the OpenGL Working Group at Khronos. “The OpenGL working group will continue to respond to market needs and work with GPU vendors to ensure OpenGL remains a viable and evolving graphics API for all its customers and users across many vital industries.“ The OpenGL 4.6 specification can be found at https://khronos.org/registry/OpenGL/index_gl.php. The GLSL to SPIR-V compiler glslang has been updated with GLSL 4.60 support, and can be found at https://github.com/KhronosGroup/glslang. Sophisticated graphics applications will also benefit from a set of newly released extensions for both OpenGL and OpenGL ES to enable interoperability with Vulkan and Direct3D. These extensions are named: GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_memory_object_win32 GL_EXT_semaphore GL_EXT_semaphore_fd GL_EXT_semaphore_win32 GL_EXT_win32_keyed_mutex They can be found at: https://khronos.org/registry/OpenGL/index_gl.php Industry Support for OpenGL 4.6 “With OpenGL 4.6 our customers have an improved set of core features available on our full range of OpenGL 4.x capable GPUs. These features provide improved rendering quality, performance and functionality. As the graphics industry’s most popular API, we fully support OpenGL and will continue to work closely with the Khronos Group on the development of new OpenGL specifications and extensions for our customers. NVIDIA has released beta OpenGL 4.6 drivers today at https://developer.nvidia.com/opengl-driver so developers can use these new features right away,” said Bob Pette, vice president, Professional Graphics at NVIDIA. "OpenGL 4.6 will be the first OpenGL release where conformant open source implementations based on the Mesa project will be deliverable in a reasonable timeframe after release. The open sourcing of the OpenGL conformance test suite and ongoing work between Khronos and X.org will also allow for non-vendor led open source implementations to achieve conformance in the near future," said David Airlie, senior principal engineer at Red Hat, and developer on Mesa/X.org projects.
  11. OpenGL 4.6 Released

    The Khronos™ Group, an open consortium of leading hardware and software companies, announces from the SIGGRAPH 2017 Conference the immediate public availability of the OpenGL® 4.6 specification. OpenGL 4.6 integrates the functionality of numerous ARB and EXT extensions created by Khronos members AMD, Intel, and NVIDIA into core, including the capability to ingest SPIR-V™ shaders. SPIR-V is a Khronos-defined standard intermediate language for parallel compute and graphics, which enables content creators to simplify their shader authoring and management pipelines while providing significant source shading language flexibility. OpenGL 4.6 adds support for ingesting SPIR-V shaders to the core specification, guaranteeing that SPIR-V shaders will be widely supported by OpenGL implementations. OpenGL 4.6 adds the functionality of these ARB extensions to OpenGL’s core specification: GL_ARB_gl_spirv and GL_ARB_spirv_extensions to standardize SPIR-V support for OpenGL GL_ARB_indirect_parameters and GL_ARB_shader_draw_parameters for reducing the CPU overhead associated with rendering batches of geometry GL_ARB_pipeline_statistics_query and GL_ARB_transform_feedback_overflow_querystandardize OpenGL support for features available in Direct3D GL_ARB_texture_filter_anisotropic (based on GL_EXT_texture_filter_anisotropic) brings previously IP encumbered functionality into OpenGL to improve the visual quality of textured scenes GL_ARB_polygon_offset_clamp (based on GL_EXT_polygon_offset_clamp) suppresses a common visual artifact known as a “light leak” associated with rendering shadows GL_ARB_shader_atomic_counter_ops and GL_ARB_shader_group_vote add shader intrinsics supported by all desktop vendors to improve functionality and performance GL_KHR_no_error reduces driver overhead by allowing the application to indicate that it expects error-free operation so errors need not be generated In addition to the above features being added to OpenGL 4.6, the following are being released as extensions: GL_KHR_parallel_shader_compile allows applications to launch multiple shader compile threads to improve shader compile throughput WGL_ARB_create_context_no_error and GXL_ARB_create_context_no_error allow no error contexts to be created with WGL or GLX that support the GL_KHR_no_error extension “I’m proud to announce OpenGL 4.6 as the most feature-rich version of OpenGL yet. We've brought together the most popular, widely-supported extensions into a new core specification to give OpenGL developers and end users an improved baseline feature set. This includes resolving previous intellectual property roadblocks to bringing anisotropic texture filtering and polygon offset clamping into the core specification to enable widespread implementation and usage,” said Piers Daniell, chair of the OpenGL Working Group at Khronos. “The OpenGL working group will continue to respond to market needs and work with GPU vendors to ensure OpenGL remains a viable and evolving graphics API for all its customers and users across many vital industries.“ The OpenGL 4.6 specification can be found at https://khronos.org/registry/OpenGL/index_gl.php. The GLSL to SPIR-V compiler glslang has been updated with GLSL 4.60 support, and can be found at https://github.com/KhronosGroup/glslang. Sophisticated graphics applications will also benefit from a set of newly released extensions for both OpenGL and OpenGL ES to enable interoperability with Vulkan and Direct3D. These extensions are named: GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_memory_object_win32 GL_EXT_semaphore GL_EXT_semaphore_fd GL_EXT_semaphore_win32 GL_EXT_win32_keyed_mutex They can be found at: https://khronos.org/registry/OpenGL/index_gl.php Industry Support for OpenGL 4.6 “With OpenGL 4.6 our customers have an improved set of core features available on our full range of OpenGL 4.x capable GPUs. These features provide improved rendering quality, performance and functionality. As the graphics industry’s most popular API, we fully support OpenGL and will continue to work closely with the Khronos Group on the development of new OpenGL specifications and extensions for our customers. NVIDIA has released beta OpenGL 4.6 drivers today at https://developer.nvidia.com/opengl-driver so developers can use these new features right away,” said Bob Pette, vice president, Professional Graphics at NVIDIA. "OpenGL 4.6 will be the first OpenGL release where conformant open source implementations based on the Mesa project will be deliverable in a reasonable timeframe after release. The open sourcing of the OpenGL conformance test suite and ongoing work between Khronos and X.org will also allow for non-vendor led open source implementations to achieve conformance in the near future," said David Airlie, senior principal engineer at Red Hat, and developer on Mesa/X.org projects. View full story
  12. https://www.khronos.org/news/press/khronos-releases-opengl-4.6-with-spir-v-support
  13. C++ Well-defined shifts

    Soviet toasters probably ran 8086 knockoffs, ironically.
  14. Java Server Q&A

    I recommend you read this first instead of whatever tutorial you might find: https://docs.oracle.com/javase/tutorial/networking/sockets/ It's not game oriented, but it explains the workings of the standard Socket related classes. It's official stuff from the company that currently owns Java. Second, either make up a coding standard of your own, or follow Java's. Don't do half your stuff in camelCase and the other with underscores. Any IDE will help you with this (ctrl+shift+f to format the code in Eclipse for instance). Third, Never do that unless you know exactly what you're doing. Your code could be failing in 15 different places and you wont know because you're eating up the errors without printing/signaling anything meaningful. You'll waste a lot of time finding those errors that way. Either re-throw the exceptions as 'new RuntimeException(ex)' so the program outright fails and stops (you'll know exactly when that way), or at least print the stack trace and continue. Fourth, it is wise to avoid threads for now. You still have a lot in your plate, starting with client-server is hard enough already. https://docs.oracle.com/javase/8/docs/api/java/io/DataInputStream.html#readLine-- The docs even tell you how to use BufferedStream. Become used to read the documentation. It's probably one of the big benefits of using Java. Easy docs available and IDE (Eclipse/Netbeans/IntelliJ) integrated, by just hovering over any standard method/class you should get a popup with the related javadoc snippet.
  15. Beginner stuck with programming Java

    Yes, keep at it.