What I did today

I had the idea to replace all reading and writing to the filesystm in my codebase to use a generic, abstract DataProvider instead. It was quite interesting to do and it also works as intended now :slight_smile:

Now everything is loaded via this selfmade abstract DataProvider which already has 3 implementations:

  • MemoryDataProvider (read and write directly into RAM; you can bulk import files from filesystem, load a ZipFile or just instanciate it empty; generally used for tests)
  • FileDataProvider (so normal File IO behavior here)
  • ZipDataProvider (as the name says, reading from ZipFiles; writing is not supported)
  • I’m planning to make a DataProvider that uses my REST client to load the data from a REST service in the near future

This whole concept is like java.nio.FileSystems’ little brother - but since it has to work on Android too I had to do this myself.
Since I use TinySound on PC side I had to change a bit of its source to be able to load from InputStream data instead of an URL…

After about 9 hours of headaches these past 2 days, shaders are useable in this game and I have began to experiment with them.

This specific water shader is a bit buggy as you will see in the bottom left, but I am happy that I finally got around to learning basic GLSL because I have been wanting to use this in projects I’ve had way back before TF but just couldn’t learn how to do it at all.

What I did today… Passed that crazy anti-bot quiz with the Albert Einstein question, thought I was a goner for sure when I saw the second question… Not going to spoil the answer though.

Had a look through some of the old posts in this thread, saw GXSCC, and installed it. 8-Bit version of Dust in the Wind is amazing.

Also created my very first glfw window today! My first day playing with java so even just an empty window is pretty exciting! ;D

Happy 1m views btw

Thanks, on behalf of BurntPizza :slight_smile: I just noticed that. Happy 1m views, WIDT!

Discovered that SkyBox Studios have re-released Age of Mythology on Steam with new DLC.

This changes everything.

Finally integrated instanced rendering properly in my engine :slight_smile: 8000 sponza plant tubs randomly jittered, everyone’s daily usecase in rendering, i guess.

Today I almost sent a private message here on JGO, but my evil plot was foiled by a broken captcha. Received some help on the IRC and now I’m back here, in what is quickly becoming my favourite thread. :slight_smile:

https://s32.postimg.org/eod90k6lx/Screenshot_2016_07_29_at_18_34_08.png

Listening to the letters doesn’t work either.

Today I found out that the BSP tree I implemented does not actually speed up my rendering since I had already eliminated pixel overdraw before I implemented the tree.

On a happier note, I made the lightmaps support attenuation :slight_smile: (shadows coming soon)

Finished packing for JCrete 2016. Super-excited, been a Java developer for 16 years and this is my first Java (un)conference. Actually, first work-related conference of any kind.

If there’s interest, I’ll try to do a session on LWJGL (and maybe Kotlin). Will post again if a live stream is available.

I hope for a session on LWJGL. Congratulations spasi, hope you enjoy the trip.

For the last few nights I’m trying to get familiar with the Vulkan API, which means I’m working through https://vulkan-tutorial.com/, using lwjgl3-demos as an example and reference.

I’m close to 1.000 lines of Java code and still nothing shown on the screen. They really mean business!

On the bright side, working with the LWJGL3 Vulkan bindings is nice. And a big thanks to Spasi & friends for MemoryStack. It really helps keeping the code both clean and free of off-heap leaks. :point:

After a nasty rendering pipeline rewrite, I’ve added double texturing so you can put a second texture on top of another texture and make it either add to the original pixel’s value or multiply to it (modulate / decal in opengl)

This car is using a sphere env map along with its original texture to create a stunning (imo) render of a shiny car in real time

Ok so I bombed my 3x3 one handed and 2x2 events… not even gonna post the averages, they’re that embarrassing. However I did do decent in 5x5 and I’m not disappointed with 3x3. Got a 13 second average (compared to my regular 10-11 at home) so it’s not horrible. Probably not going to round 2. US Nationals was fun though! Got to meet a lot of really interesting people.

I’m also about half way finished porting my 8080 emulator to C. I’m doing this because I have to be able to use unsigned types and Java doesn’t really support that. I mean I can do a (a_var & 0xFF) mask but that’s a pain in the ass to keep track of. Plus coding it in C is a bit more of a challenge.

What!?? Phong shading in a real time software renderer??!

I learned to animate using skeleton in blender, now time to learn how to properly apply the weights.

This is really easy, more easy than I thought. Now also time to learn the formats and playing it in OpenGL. Anyone have an idea to import without knowing the maximum number of bones in shader?

How much CPU is this thing using?

Plenty :wink: (honestly I dont know)

EDIT: August 2, 2016
Does anyone find this scene familiar? :wink:
(added bilinear texture filtering and fixed up a bug in texture mapping)

You have a very pretty renderer there.

I completely changed the way I handled items and inventories in Vangard, and after a week of work the game compiled and ran without crashing yesterday. Since then I have been on a bug hunt, only a few more nasties to go.

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