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Messages - Melssj5

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31
Bugs / Re: VM crash on exiting the examples
« on: December 11, 2008, 03:18:05 pm »
Once I noticed a behavior on that and I managed to avoid that but I dont remember how nor which was the problem  :-[ :-[ :-[ :-[. I will try to remember and post something if I find anything usefull.

32
News / Re: Version 1.17 has been released!
« on: November 26, 2008, 11:43:20 pm »
Its becausse I am using DataIntegrator for ETL tasks too and we adopted a writting way in capital letters.

33
News / Re: Version 1.17 has been released!
« on: November 26, 2008, 11:37:25 pm »
I AM SCREAMING  >:( JAJAJAJAJAJAJA

i AM WORKING WITH DATABASES AT WORK SO i AM USING ONLY CAPITAL LETTERS!

34
News / Re: Version 1.17 has been released!
« on: November 26, 2008, 11:13:03 pm »
MMM IT SEEMS THAT YES, IT IS, BUT DOES THAT METHOD ADDS THE COLORS FROM A SECOND ONE TO THE FIRST ONE? ISNT THERE A WAY IN WHICH COLOR ARE REPLACED AND NOT ADDED? wHAT DOES THE WEIGTH ARGUMENT MEANS?

35
News / Re: Version 1.17 has been released!
« on: November 26, 2008, 11:04:38 pm »
btw: ITS THERE A WAY TO JOIN TWO TEXTURES (ONE ABOVE ANOTHER) INTO ONE USING THE BLACK COLOR AS THE TRANSPARENT OR SOMETHING, i REMEMBER THAT SOME TIME AGO I ASKED FOR THAT, AND YOU TOLD ME THAT YOU WILL ADD IT.

IT WAS ABOUT THE 1.14 RELEASE! i GUESS.

36
News / Re: Version 1.17 has been released!
« on: November 26, 2008, 10:53:21 pm »
What about the getTargets method in the CollisionListener?

37
Support / Re: Problem with shooting
« on: November 18, 2008, 05:33:00 pm »
mm I am doing a new Date ().getTime () for each movement to get the time and then print a message for each bullet, this is for logging only, I guess I will need to redefine my solution for this problem. I will post any results by the next week.

BTW: NICE APPLET. Was LOL!

38
Support / Re: Problem with shooting
« on: November 17, 2008, 11:33:39 pm »
mmmmmm, now I understand what you told me before. Accuracy is still a problem in some cases but I guess its a great suggestion. I will implement them as soon as I can work on the project again. I will post the results later.

I will joing the 3 methods, EGon, Pauls and creating Threads for moving the bullets, but instead of doing on thread for each  bullet I will create 3 Threads for that and distribute the amount of living bullets into those 3 Threads.

39
Support / Re: Problem with shooting
« on: November 17, 2008, 11:06:15 pm »
mmmmmm doing that algorytm would work only for cases when the bullets is already ver close to the target, remember that the bullets moves independent from the ships, so until the collision is done, anything can happen. That algorythm may work on the 1% of cases and could make wrong results on a higer percentage. I guess, I have not done any statuctucal work on the bullets.

40
Support / Re: Problem with shooting
« on: November 17, 2008, 04:19:35 pm »
mmm, do you mean having a relation between the whole bullets moving time and the movement distance for each bullet???? Then when they are few bullets I will need to move then and lower speeds to have the same behavior than moving faster when they take a larger time to move all the bullets??????

The problem on that is the precision and collision detection, doing the bullets jumping large distances will make them look bad on the game and will avoid doing a correct collision detection. I am talking about 350 ms for moving 40 bullets, so I guess that a normal game may have more that a hundred alive bullets on the fly, so having 1 sec for moving all the bullets will make that bullets moves at huge speeds. Anyway I will try it to see is it helps.

41
Support / Re: Problem with shooting
« on: November 17, 2008, 03:22:48 pm »
I havent try it yet, but I am running into a performance problem I would like to fix first.

The client had 3 Threads.

1.- rendering Thread
2.- Event managment and networking Thread
3.- Bullet moving Thread (a while loop moving all bullets one by one)

When they are a few bullets, the performance is good, but when they are many alive bullets then the performance goes to the hell. I mean more than 20 alive bullets.

The ship movement was the same but the bullets began to move too slowly. It was becausse the bullets moves one by one inside a while loop. So the more bullets they are, the slower they will move.

After that I created a separate Thread for moving each bullet But now I am having a global performance problem and I am afraid that having hundreds of Threads inside a single process will bring me some problems. Now all Threads are slowly and the processor usage goes to 100%:

1.- rendering Thread
2.- Event managment and networking Thread
3.- Bullet moving Thread (a while loop checking all bullet movement one by one)
4, 5, 6, 7......... A ShotMoving Thread (Moving the bullet and sleeping 40 ms)

I guess that this is happening because the processor is always being used. Maybe I should sync all the bullets movement to have a sleep on the same moment to let the rendering and event managment threads to use the processor, but I dont know. Any ideas?

42
Feedback / Re: Barcode generation for J2me
« on: November 14, 2008, 03:25:09 pm »
Hi, I checked JBars but it uses a servlet to generate the label and then just send it. Is not what I needed. I already checked the mail, and thanks a lot for that piece of code, I will use it later becausse the project is delayed by the customer so the emergency passed.

43
Feedback / Re: Barcode generation for J2me
« on: November 12, 2008, 08:26:15 pm »
Can I pass to your office so you can lend me the document? Or can you please post it!  :o

44
Feedback / Re: Barcode generation for J2me
« on: November 11, 2008, 11:14:10 pm »
I was reading but had no luck finding a good doc.  Now I downloaded a code 39 font and I am trying to get the images for each char and pass it to paint, but I am afraid it wont result. :S

Any recomended tutorial for it?

45
Feedback / Barcode generation for J2me
« on: November 11, 2008, 09:33:23 pm »
Hi, This is a not jpct related question, but feeback says: ANYTHING THAT WONT FIT IN THE OTHER FORUMS.   :o


Does anybody know an API to generate barcode images from a given 13 digits number in j2me.

I have been reading with no luck.

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