Space Shift

@javasabr said: Where is the code hard sync? :)

…seems like an awfully heavy way to avoid a queue… which would be faster and actually lock free… and simpler. For example, I have trouble finding the code that actually does any updating. I’m not sure what other code is being blocked, what this code is doing all of those “waits” for, etc…

It seems overly engineered and for no real purpose. Really really smart guys wrote the java.util.concurrent package.

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Are you trying to lock-step two different threads or something?

There are probably better ways to do what you are trying to do.

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@pspeed said: Are you trying to lock-step two different threads or something?

There are probably better ways to do what you are trying to do.


Block synchronization is needed to ensure that the flow would put on hold, there is a quick solution to this problem?

scene update:
Phase number 1: notify tasks it is to update the geometry and wait for their completion;
Phase number 2: notify tasks it is to update UI and wait for their completion;
Phase number 3: render the scene in a lockable area

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Wait Wait wait, you don’t update the geometry in another thread WHILE it is attached to the rootnode do you?
Cause that is a almost 100% cause for everything exploding,

@Empire Phoenix said: Wait Wait wait, you don't update the geometry in another thread WHILE it is attached to the rootnode do you? Cause that is a almost 100% cause for everything exploding,
My problem I already fixed, and the problem was in the counting of asynchronously executing tasks

There are two ways to cross the street:

  • Cross the street as it is in front of you.
  • Walk around the planet after you’ve done a 180.

You’re doing the latter.

@madjack said: There are two ways to cross the street:
  • Cross the street as it is in front of you.
  • Walk around the planet after you’ve done a 180.

You’re doing the latter.


tell me a better way

Paul told you already. Read the last line! :slight_smile:

@pspeed said: Yes... but your code is the opposite of lock-free. Heaving synchronization and waiting everywhere.

Where as ConcurrentLinkedQueue<SomeCommand> or ConcurrentLinkedQueue<Callable> is essentially lock free. Moreover, JME already has a queue for you to add Callables to. It’s in the threading docs.

Finished over the base implementation of AI.
Camera on behalf of NPS
[video]http://youtu.be/eqEB52MUXD4[/video]

This is great, but how did you do the health bars and names for you and enemies? Are they on the gui node or the root node? At the start they keep jumping around slightly.

When you add a model in the guiNode, the model artefacts.

[video]http://youtu.be/OKt570rZJz8[/video]

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This is really looking nice, however… it kinda sucks that you request help, are glad to take it (or ignore it in cases where you shouldn’t have) and then just completely ignore people when they ask you how you did something.

The questions from other thus far:

  1. Someone asked you how you did a portion of your UI, stating there is a flickering that probably shouldn’t be there.
  2. Someone asked you how you did the engine flare.

It would be nice if you answered these before posting a request for help again, yeah?

EDIT: Even the answer “I won’t tell you” would be acceptable… at least you aren’t ignoring them :wink:

@t0neg0d said: This is really looking nice, however... it kinda sucks that you request help, are glad to take it (or ignore it in cases where you shouldn't have) and then just completely ignore people when they ask you how you did something.

The questions from other thus far:

  1. Someone asked you how you did a portion of your UI, stating there is a flickering that probably shouldn’t be there.
  2. Someone asked you how you did the engine flare.

It would be nice if you answered these before posting a request for help again, yeah?

EDIT: Even the answer “I won’t tell you” would be acceptable… at least you aren’t ignoring them :wink:


Language barrier: (

@javagame said: This is great, but how did you do the health bars and names for you and enemies? Are they on the gui node or the root node? At the start they keep jumping around slightly.
These elements I implemented through NiftyGUI http://ideone.com/dFWrCX http://ideone.com/l1K03L
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Line and trails http://hub.jmonkeyengine.org/forum/topic/lines-and-trails/
added to the game =D
[video]http://youtu.be/hZNsqm7bNNY[/video]

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Actual screens:



Available public test server, download client:
https://yadi.sk/d/XkmkL8QFbvfz8
available EN localization :slight_smile:

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I just wanted to say I really love your console, is that nifty as well? any tips/source as to how you achieved that?