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<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Disqus - Latest Comments for JDaniello</title><link>http://disqus.com/by/JDaniello/</link><description></description><atom:link href="http://disqus.com/JDaniello/comments.rss" rel="self"></atom:link><language>en</language><lastBuildDate>Thu, 27 Oct 2011 02:38:26 -0000</lastBuildDate><item><title>Re: Developing for the Android using Netbeans</title><link>http://blorb.tumblr.com/post/235621601#comment-346425753</link><description>&lt;p&gt;Unfortunately I've had to suspend my work on Android games until I can get my hands on some actual hardware. It's just not the same developing on an emulator when you need to have touch-screen support. So, I can't recommend any other android Netbeans plugins. However, another pretty neat plug-in, although unrelated, is the one that can count your total lines of code. It's a decent (although someone unreliable) way to count some sort of total progress on a project. Unfortunately, I don't have it installed on this machine and I can't recall the name. If you happen to find it though, please let me know the name! &lt;br&gt;-James&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">J. Daniello</dc:creator><pubDate>Thu, 27 Oct 2011 02:38:26 -0000</pubDate></item><item><title>Re: Simple Map &amp;#8220;Encryption&amp;#8221;</title><link>http://devblog.projectmoldering.com/post/1392571611#comment-90118999</link><description>&lt;p&gt;EDIT: I read that wrong.. :S&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">J. Daniello</dc:creator><pubDate>Mon, 25 Oct 2010 22:17:23 -0000</pubDate></item><item><title>Re: Simple Map &amp;#8220;Encryption&amp;#8221;</title><link>http://devblog.projectmoldering.com/post/1392571611#comment-89989424</link><description>&lt;p&gt;Hahaha, it's not necessary and would just increase the loading times.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">J. Daniello</dc:creator><pubDate>Mon, 25 Oct 2010 16:49:44 -0000</pubDate></item><item><title>Re: Simple Map &amp;#8220;Encryption&amp;#8221;</title><link>http://devblog.projectmoldering.com/post/1392571611#comment-89794529</link><description>&lt;p&gt;It's exactly the same.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">J. Daniello</dc:creator><pubDate>Mon, 25 Oct 2010 07:48:59 -0000</pubDate></item><item><title>Re: http://devblog.projectmoldering.com/post/1372821356</title><link>http://devblog.projectmoldering.com/post/1372821356#comment-89156217</link><description>&lt;p&gt;I like these. Where'd you find them?&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">J. Daniello</dc:creator><pubDate>Fri, 22 Oct 2010 12:25:42 -0000</pubDate></item><item><title>Re: First public download</title><link>http://devblog.projectmoldering.com/post/900954331#comment-67644006</link><description>&lt;p&gt;Also, I probably should have included that I do plan for the final release to work under Linux, as well as Windows and Mac.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">J. Daniello</dc:creator><pubDate>Tue, 10 Aug 2010 17:18:19 -0000</pubDate></item><item><title>Re: First public download</title><link>http://devblog.projectmoldering.com/post/900954331#comment-67479883</link><description>&lt;p&gt;Since it's Java it's possible without too much work. Unfortunately, I haven't verified that it works, so there might be some windows-specific code I still have included that would need to be swapped out. Are you using Linux? And, did you try it and how did it work?&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">J. Daniello</dc:creator><pubDate>Mon, 09 Aug 2010 20:41:58 -0000</pubDate></item><item><title>Re: Simple Java Android Game Loop</title><link>http://blorb.tumblr.com/post/236799414#comment-65973110</link><description>&lt;p&gt;Hi, sorry for the delay, I've been very busy with my undergraduate work. I've been using code I got from Andrew Davidson's book, "Killer Game Programming in Java" in my other projects. It really is an excellent book and a great starting place.&lt;/p&gt;&lt;p&gt;&lt;a href="http://fivedots.coe.psu.ac.th/~ad/jg/ch1/index.html" rel="nofollow noopener" target="_blank" title="http://fivedots.coe.psu.ac.th/~ad/jg/ch1/index.html"&gt;http://fivedots.coe.psu.ac....&lt;/a&gt;&lt;/p&gt;&lt;p&gt;This link has the first chapter that has his framework and the accompanying code. I haven't put the fps calculator in Blorb, but I know it works great.&lt;/p&gt;&lt;p&gt;For Blorb, what I've been doing is using a revised version of my run() method:&lt;/p&gt;&lt;p&gt;    @Override&lt;br&gt;    public void run() {&lt;/p&gt;&lt;p&gt;     //UPDATE&lt;/p&gt;&lt;p&gt;     gameStartTime = System.nanoTime();&lt;br&gt;     while (state==RUNNING) {&lt;br&gt;         //UPDATE&lt;br&gt;     	 gEngine.Update();&lt;br&gt;         gEngine.count++;&lt;br&gt;         //DRAW&lt;br&gt;         drawGame();&lt;/p&gt;&lt;p&gt;         afterTime = System.nanoTime();&lt;br&gt;         timeDiff = afterTime - beforeTime;&lt;br&gt;         sleepTime = ((delay) - timeDiff) - overSleepTime;&lt;/p&gt;&lt;p&gt;         if(sleepTime&amp;gt;0){            //sleep if there's extra time&lt;br&gt;            try {&lt;br&gt;                sleep(sleepTime/1000000L);&lt;br&gt;            } catch (InterruptedException ex) {}&lt;br&gt;            overSleepTime = (System.nanoTime() - afterTime) - sleepTime;&lt;br&gt;         }else{&lt;br&gt;             /*if(MainFile.screenCaptureEnabled&amp;amp;&amp;amp;MainFile.screenCaptureAllowed){&lt;br&gt;                 yield();&lt;br&gt;             }*/&lt;br&gt;             excess -= sleepTime;&lt;br&gt;             overSleepTime = 0L;&lt;br&gt;         }&lt;/p&gt;&lt;p&gt;         beforeTime = System.nanoTime();&lt;/p&gt;&lt;p&gt;         int skips = 0;&lt;br&gt;         while((excess &amp;gt; delay) &amp;amp;&amp;amp; (skips &amp;lt; MAX_FRAME_SKIPS)) {&lt;br&gt;             excess -= delay;&lt;br&gt;             gEngine.Update();    // update state but don't render&lt;br&gt;             skips++;&lt;br&gt;         }&lt;/p&gt;&lt;p&gt;         //debugging&lt;br&gt;         MainFile.debug=""+(delay/1000000L)+", "+(sleepTime/1000000L)+", "+(overSleepTime/1000000L)+":"+skip+"; ";&lt;br&gt;     }&lt;br&gt;     //screenCapture.outputFiles();&lt;/p&gt;&lt;p&gt;    }&lt;/p&gt;&lt;p&gt;For something fancier, check out the link to Andrew Davidson's book.&lt;/p&gt;&lt;p&gt;&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">J. Daniello</dc:creator><pubDate>Wed, 04 Aug 2010 00:38:22 -0000</pubDate></item><item><title>Re: Simple Java Android Game Loop</title><link>http://blorb.tumblr.com/post/236799414#comment-57283078</link><description>&lt;p&gt;Hi, the game engine is the bit of code that loops while the game is running. Here you can have it process the state of the game at each frame. It really depends on what kind of game you're making. It sounds like you won't need this part of code, but some games require the engine to update each frame so that enemies can move or check if they've collided with a wall, etc. The game engine does what it seems like you're doing in your onDraw method. My gameEngine class specifically stores all of the game objects and updates them once each frame. This is what the gameEngine does. Let me know if that's unclear.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">J. Daniello</dc:creator><pubDate>Thu, 17 Jun 2010 15:49:41 -0000</pubDate></item><item><title>Re: Don't sleep longer </title><link>http://www.independent.co.uk/life-style/health-and-families/features/dont-sleep-longer-ndash-sleep-smarter-1994018.html#comment-55357827</link><description>&lt;p&gt;This really made some things clear. Good article for those with questions about why they have trouble sleeping.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">J. Daniello</dc:creator><pubDate>Tue, 08 Jun 2010 16:05:13 -0000</pubDate></item><item><title>Re: Simple Java Android Game Loop</title><link>http://blorb.tumblr.com/post/236799414#comment-54805635</link><description>&lt;p&gt;Hi, William. The init() method is called once the game is created. So, here is where you can load in your maps and set them up. Or, initialize your player and instantiate all the objects you'll need during the game loop. Let me know if you have any trouble.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">J. Daniello</dc:creator><pubDate>Fri, 04 Jun 2010 17:41:58 -0000</pubDate></item><item><title>Re: http://devblog.projectmoldering.com/post/475556927</title><link>http://devblog.projectmoldering.com/post/475556927#comment-43440559</link><description>&lt;p&gt;It didn't take too long at all with the scripting language I developed. Check this:&lt;/p&gt;&lt;p&gt;&lt;a href="http://devblog.projectmoldering.com/post/447113752/molderings-own-scripting-language-ms-files" rel="nofollow noopener" target="_blank" title="http://devblog.projectmoldering.com/post/447113752/molderings-own-scripting-language-ms-files"&gt;http://devblog.projectmolde...&lt;/a&gt;&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">J. Daniello</dc:creator><pubDate>Mon, 05 Apr 2010 21:43:47 -0000</pubDate></item><item><title>Re: Simple Java Android Game Loop</title><link>http://blorb.tumblr.com/post/236799414#comment-23771705</link><description>&lt;p&gt;Hey, Kevin, thanks for commenting. I'm glad you found the code useful. Did it give you any trouble?&lt;/p&gt;&lt;p&gt;The code you linked too looks like a great idea. I can remember certain games where it appeared they used the prediction system, and I feel like it's used a lot in commercial games for its reliability. If you've ever played San Francisco Rush you could see the cars jumping around for split seconds, and then readjusting. I don't know if was an exact implementation of the code, but it appeared that way. Who knows, I may use something like this in the future. It gives really steady performance, but definitely requires some extra work for all the prediction code for each game object.&lt;/p&gt;&lt;p&gt;You should post a link to your project when you get some of it finished so we can all see. I'm definitely interested in seeing what you're designing.&lt;/p&gt;&lt;p&gt;And, the really generic game object design you're using shouldn't give you too much trouble as long as you make your delay high enough so there's some sleep time. Note, when you increase the delay time you may need to speed up the physics of your objects to compensate for the longer sleep times. This way your game appears to move at the same speed as before.&lt;/p&gt;&lt;p&gt;Good luck!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">J. Daniello</dc:creator><pubDate>Sat, 21 Nov 2009 20:28:45 -0000</pubDate></item><item><title>Re: Drealmer's Tumblr</title><link>http://drealmer.tumblr.com/post/205741307#comment-19626088</link><description>&lt;p&gt;That's definitely impressive.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">J. Daniello</dc:creator><pubDate>Thu, 08 Oct 2009 23:25:25 -0000</pubDate></item></channel></rss>