Recent posts by qwerber on Kongregate

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Topic: Game Programming / OpenFL coming to game consoles

Flash is indeed more native in my experience as well :( There are no stage3d implementations for most(all?) of the other openfl targets.

 
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Topic: Game Programming / What's with all the hate on Unity?

I feel like Unity is going towards the mobile, console and desktop direction.

 
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Topic: Game Programming / scrach games uploading

Hello developer, I think I have found your answer on this page:

https://scratch.mit.edu/discuss/topic/31325/

Thanks all for reading.

 
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Topic: Game Programming / Game making.

Hi, please check the sticky on this forum. Senekis made a very complete post about making Flash games, it will help you a lot I think.

Thanks all for reading.

 
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Topic: Game Programming / How do I display/work with large numbers?

Hello all I think this problem is already solved but I just wanted to add that it’s usually a good idea to use existing code/library other developers wrote, such as this:

https://code.google.com/p/as3crypto/source/browse/trunk/as3crypto/src/com/hurlant/crypto/rsa/BigInteger.as?r=3

That way you will save time and not worry about potential errors :)

Thanks all for reading.

 
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Topic: Game Programming / JavaScript Good OR Not Good

Originally posted by EndlessSporadic:
Originally posted by player_03:
Originally posted by EndlessSporadic:
(I know for a fact that CS6 is their last Flash iteration)

CS6?

Adobe Flash CS6. To my knowledge they are no longer going to produce new “Adobe Flash” products and will no longer include it in their creative suites. Adobe has stated that it will no longer be included in their creative suite products, but for all I know they will support some other Flash product outside of that.

Hello all, after reading this thread I come to conclusion that EndlessSporadic may be very under-informed. Please read up and do some more research on the technologies you are talk about, I hope you will become informed :)

Thanks all for reading.

 
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Topic: Game Programming / Unity Draw Calls

Originally posted by Draco18s:

Note:
I do not handle help requests via PM.

And that’s good for the community to share information.

 
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Topic: Game Programming / My passion for game development is wearing out

Ever since I started working as a software engineer and writing code as a job, I felt worn out when I get home and do not want to spend more time writing code.

Does anyone else experience this? I feel like watching videos and playing games instead, but I know that game development will make me truly satisfied and productive.

I think I need some advice on this as this is really frustrating situation.

 
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Topic: Game Programming / Elysian Shadows

If any of you have ever followed the youtube series “Adventures in Game Development”, these guys have launched their kickstarter:

SensorDropEvent()https://www.kickstarter.com/projects/1945059142/elysian-shadows-next-gen-2d-rpg

 
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Topic: Game Programming / What's with all the hate on Unity?

What happen?

 
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Topic: Game Programming / Webgl-Game Development

Negged for spam. Indeed he is the author.

 
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Topic: Game Programming / GiTD #41 - *Random Generation*

Randomly Generated.

 
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Topic: Game Programming / [Programming - C] character generator for a game

Is this a homework assignment of some sort?

 
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Topic: Game Programming / What was that game engine called?

Stencyl?

 
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Topic: Game Programming / Suggestion: Shootorials in HaXe

As3 can not.

I don’t believe that is true, they can be packaged as an AIR application.

 
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Topic: Game Programming / [C/C++] Optimizing a loop

+1 to Drakim and player_03.

Rather, give the particles x, y, velocity, and creationTime attributes, and then have a global currentTime value that the CPU sets every frame.

but the calculus! hehe.

Do you have any suggestions for avoid duplicate vertex stream? because it seems like to me that I have to upload x y velocity and time (5 * 4 bytes) every vertex (unless I’m drawing points) with increases the amount of data I need to push by quite a lot.

Aside from that, how do other people write their applications so that it runs at speeds like 500 fps :/? Feels like on C++ the draw calls are not as much bottlenecks as on stage3d.

 
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Topic: Game Programming / [C/C++] Optimizing a loop

Yes confirmed. but I just realized I don’t have to update every field. That aside, what is your explanation?

 
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Topic: Game Programming / [C/C++] Optimizing a loop

Hi kong forum, I have the following loop:

		unsigned int t = GetTickCount();

		qsb::Batch* b = _emitter->particleBatch;
		int ind = 0;
		int i = _emitter->numParticles;
		while (i--)
		{

			Vector2D p = _emitter->particles[i].position;

			qsb::batch_pushVertData(b, p.x);
			qsb::batch_pushVertData(b, p.y);
			qsb::batch_pushVertData(b, 1);
			qsb::batch_pushVertData(b, 1);
			qsb::batch_pushVertData(b, 0);

			qsb::batch_pushVertData(b, p.x + 2);
			qsb::batch_pushVertData(b, p.y);
			qsb::batch_pushVertData(b, 1);
			qsb::batch_pushVertData(b, 1);
			qsb::batch_pushVertData(b, 0);

			qsb::batch_pushVertData(b, p.x);
			qsb::batch_pushVertData(b, p.y + 2);
			qsb::batch_pushVertData(b, 1);
			qsb::batch_pushVertData(b, 1);
			qsb::batch_pushVertData(b, 0);

			qsb::batch_pushVertData(b, p.x + 2);
			qsb::batch_pushVertData(b, p.y + 2);
			qsb::batch_pushVertData(b, 1);
			qsb::batch_pushVertData(b, 1);
			qsb::batch_pushVertData(b, 0);

			qsb::batch_pushQuadIndex(b);
		}
		printf("main: %u\n", GetTickCount() - t);

with the following inline definitions of the functions in my header:

	inline void batch_pushIndex(Batch* _batch, GLuint _i)
	{
		_batch->indexData[_batch->ibDataPointer ++] = _i;
	}

	inline void batch_pushVertData(Batch* _batch, GLfloat _x)
	{
		_batch->vertextData[_batch->vbDataPointer ++] = _x;
	}

	inline void batch_pushQuadIndex(Batch* _batch)
	{
		batch_pushIndex(_batch, _batch->indexValue++);
		batch_pushIndex(_batch, _batch->indexValue++);
		batch_pushIndex(_batch, _batch->indexValue);
		batch_pushIndex(_batch, --_batch->indexValue);
		batch_pushIndex(_batch, ++_batch->indexValue);
		batch_pushIndex(_batch, ++_batch->indexValue);
		_batch->indexValue++;
	}

As you can see I have a lot of dereferencing and memory access, and I inlined the functions in hope that the compiler would optimize the code a little better.

Is there any faster/better way to do this? doing this loop 40k times on my machine is taking up 31 milliseconds which is quite a lot IMO (correct me If I’m out of my mind).

 
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Topic: Game Programming / GiTD #40 - *Turtle(s)*

Originally posted by 0xffff5500:

I think I’ll enter this.

haha I like your name + avatar. pretty clever.

 
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Topic: Game Programming / GiTD #40 - *Turtle(s)*

porn

 
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Topic: Game Programming / GiTD #40 - *Turtle(s)*

exploration

 
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Topic: Game Programming / Simple Array question AS3

When you have trouble calling a function from another class, it is usually a design problem. A common pattern I use is a “third person” that handles relations between two groups of objects.

In your case, a hotfix I recommend would be to expose all the objects you wish to access from external classes as static properties of some “Global” class.

 
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Topic: Game Programming / Collision on a tile-based system

I personally don’t think I will ever get around to updating this tutorial but the information that is there should help:

http://www.kongregate.com/forums/4-game-programming/topics/259954-aabb-sweep-test-tutorial

The logic and algorithm is correct but better data structures, functions, and abstractions can be made (as this is a bit dated and I was not as good then as I am now).

 
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Topic: Game Programming / Suggestion: Shootorials in HaXe

Curiously, what do people use Haxe for? Other than a slightly improved AS3?

I use Haxe with openfl (not as much since I switch to cpp). I like the language but the lack of documentation for openfl and the amount of bugs, inconsistencies make me avoid it when I want to make a serious project. (OpenFL is comparable to how JS/HTML is not exactly the same across browsers).

I hear hxcpp is really good given how powerful cpp is and the high level nature of haxe. However I am doubting whether a force Garbage Collector that comes with the platform is beneficial when the goal is faster performance. Also not sure how it links with external libs.

 
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Topic: Game Programming / Suggestion: Shootorials in HaXe

I suggest moving it toward an Entity/Component pattern as well.

I like ECS but I don’t really think it’s necessary for beginner tutorial, which should be simple and easy to understand for beginner. Maybe in a separate tutorial? + There are already so many resources for ECS and the original object hierarchy isn’t actually “bad”.

Just my 2 cents.