Started the networking part
Attended the Augmented World Expo (AWE) yesterday, helping out exhibitor Rogue Reality. Got to play some fun VR games in the process: TitanSlayer and QuiVr. Saw a bunch of neat exhibits, but mostly hung out with the RogueReality group. Meeting and talking to people (setting them up to play the games) was pretty fun.
Rogue Reality rents out VR gear for parties and events. They are dabbling with asset development for VR which is how I got interested/involved. They are the main reason why Iām studying Unreal and C++ at the moment.
What I did the last few days? Finding Kotlin; Learning Kotlin; Rewriting EVERYTHING in Kotlinā¦ and loving every minute of it.
I will never ever touch Java ever again (unless absolutely necessary).
Welcome to the cool side. ;D
Nice to spend the day programming Java.
Things actually done in last 24:
some fixes and changes to the noise-sculpting experiments I posted in WIP,
tackled and solved a concurrency problem in the AudioCue design pertaining to allowing multiple instances of a Clip to be played at the same time.
For the latter, this included building a tester to bombarded an AudioCue with play() requests from multiple threads. I was able to prove that I had indeed set up a race condition, but also figured out, and able do demonstrate to myself with this test framework that I could use a concurrent, fixed-length āFIFOā [LinkedBlockingDeque, with pollLast() and offerFirst(Note)] to manage the āavailable instancesā while retaining a simple array of instances for the while loop where the instances get mixed to a single output stream.
If only they would have chosen another nameā¦because Kot in german means feces, so to me, this name isnāt very pleasingā¦
The first iteration was called āPooplinā, but the marketing department vetoed against it.
Now they are at an impasseā¦
@Damocles - Really nice looking! Can I assume you will add more variation, in the future, to the debris source particles rather than reusing graphics as much as you do in this iteration?
Today I was at work at the music store, so did very little programming. (Not true, exactly. I found a book at āHalf Priceā two weeks ago about Java Sound programming! It has a lot of obsolete code in it: the author had to make his own GUI from scratch because he was coding before Swing! But the basic audio processing algorithms for different effects are still very useful and can be rewritten. Will be going from Java 1.1 to 1.8! Was reading about his compressor/limiter unit today on my break.)
As I was saying, did little programming, but my tutorial on Beginning JavaFX Game programming, posted here at JGO about 15 months ago, today it passed the 100K hits mark! So āwhoo-hoo!ā for that. I hope the relatively high total means people are coming back and referencing it, not just checking it out and deciding it is bunk and never coming back. I donāt know if JGO has metrics for that sort of thing.
Tired. Long day. Will be back to Java coding tomorrow, as well as working through Unreal āBlueprintā tutorials for part of the day.
Head on over to the drawing thread and post up your work!
[quote]@Damocles - Really nice looking! Can I assume you will add more variation, in the future, to the debris source particles rather than reusing graphics as much as you do in this iteration?
[/quote]
Yes, there are only 4 particle types (sprites) in the animation. I will later make them distribute in a better, more fractal pattern and have more variances in the particle types.
It as here mainly a test to see the rendering in Canvas2D.
sudden realization WE HAVE A DRAWING THREAD?
This is really cool! How feature complete is it? What format does it save / load from? Open Source? Plans for release?
I would love to try it out, I too prefer working in text for vector graphics.
My band is starting to get closer to finishing our first EP! There will be 6 tracks on it, we have 3 or 4 that are almost 100% going to be on there.
On that note, I started to redesign astimefades.com so itās a little more fancy when we do release! Hereās a sneak peak at the homepage, still in progress:
Thanks! The images are saved in text files, I use .pico to show their meaning, but theyāre really just Ruby source files. They can be exported to PNG currently and I can easily add any other formats supported by AWTās ImageIO.
Itās not feature complete, but itās usable. New features can easily be added just by writing a function in an image, since the source files are Ruby code operating on a Graphics2D object. Ruby errors are caught and reported in the bottom bar and the display on the right is updated each time the source changes, allowing quick iteration on source code. JRuby and Java2D are fast enough to make this viable.
No actual Ruby knowledge is necessary to use the tool though, as the DSL is as detailed as SVG and much less cluttered.
Iāll add the source to my GitHub and upload a release when I have the time!
@Opiop, are you guys going to release the EP in physical form like a CD or just online? If itās a CD, Iām gonna have to order one. Is the song you have the video for gonna be on there?
I see this and the first thing that comes to mindā¦ This is how collision detection becomes nightmarish.
As a side note, Iām on holidays right now, but the days are too short nonethelessā¦ I want to work on improving my art skills in order to be able to publish a webcomic in the coming years, but I also want to develop games to include in my portfolioā¦ Arghhhā¦ Is sleep essential?
Weāll make some CDs! Theyāre surprisingly expensive, so most of our money is going to be going to merch instead of CDs, but Iāll definitely reserve one for you! And nope, that song wonāt be on the EP. We have 6 new awesome songs that are going on there that are, IMO, much better!