At the JavaOne 2013 Java Technical Keynote, there was a series of demos of software that enables two people to play chess, using some of Java's latest features, including Java EE 7 Websockets, many variations of Java 8 (recent weekly builds), Lambda Expressions, Java ME, Embedded Java, ... It was an impressive demo of many of Java's recently-released and not-yet-finally-released capabilities, which included the introduction of the DukePad...
I chatted briefly with consultant Anton Epple (@monacotoni) at JavaOne 2012 on the topic "Java/JVM technologies and your involvement in them":
Kevin: What's great that's happened recently?
Anton: JavaFX Canvas and NetBeans Project EASEL
Kevin: What are you working on right now that's exciting?
Anton: Angry Nerds for JavaFX
Kevin: Some months from now I hope/plan to:
Anton: Release a nice...
Over the last few years we've been busily writing the latest and greatest version of Magnolia. After all of this focus on new and (we hope) great, it seemed like time to focuse on something old and great.
If you are old enough to remember the ZX Spectrum, the Commodore 64 or their various competitors, or if you like any kind of games, please keep on reading.
You might have heard of the qaop...
To supplement the posts about the triangular and square tilings, let's consider the third type - the hexagonal tiling. This is my favorite one. Each hexagon has more non-diagonal neighbors than a square. It simplifies calculating distance between two tiles. The main disadvantage of this tiling is that the axes are not orthogonal.
Recall from the previous post there are only three regular polygons that can be used as tiles. Let's have a look at triangles now. Such tiles are practically not used in games because there is no direct path on the map and the game unit should be turned at each tile. Besides, it is rather hard to place units within acute corners because a lot of free space is wasted.
Many games use graphical maps based on iterative tiles. There are only three regular polygons that can be used as tiles: triangles, squares, and hexagons. Consider the square tiling first. Such tiles are most often used in games because of their ease of processing. Sometimes game developers enable diagonal movement, however, this feature makes calculating distance between two tiles more complicated.
Check out a fun zembly game for Facebook and MySpace users.
My weekend of casual searching produced no reliable information. I still don't know whether any of the shipping Playstations, X-Boxes, or Wii systems contain a JRE.
My younger brother and I decided to try and make a viral video game. The sort of game that can suck hours away from your life. The type of game that passes the boring times at work. The type of game that normally seems to be coded in Flash.... Here we'll document how successful Java seemed to be in making this game.
Happy coding to everybody in the new year.
Keynote: Spontaneous Brilliance, by Kat Koppett
Kat described aspects of improv, and how it can be used to create an environment where brilliance emerges.
The first rule - celebrating failure. "Exercise the courage muscle - our willingness to be creative and take risks. We don't do it by creating a safe environment, we do it by creating an incredibly risky environment." "Celebrate failure and...
I know I said "day 3 of 4", but I actually need to add a couple more things about day 2.
In addition to his keynote speech, Bernie DeKoven was recognized for his contributions with the Ifill-Reynolds Award, which NASAGA bestows on someone each year.
In the evening activity of day 2, I joined the group playing STARPOWER, a simulation by Garry Shirts. This game has you split into three groups and...
In my last blog I’ve introduced JavaFX 2.0 beta, describing an initial port of JavaFX Balls, also in beta stage at that time. Now I finally finish JavaFX Balls 3.
Look ma, no design!
I don’t pretend to be a designer, and the consequence is that when I make a mashup of animation, video and web, that’s the result. Get the source code here.
I’ve added new layers of content...
I've finished the development of my Game of Life, with a couple final fixes and new features... including a solution to the bad performance reported before. Once again the work has uncovered some surprises; read on.
JavaFX 1.3, codename SoMa, was released at long last on April 22 - after some delays (originally due November 2009) and feature cuts (the new Prism toolkit has shipped but in EA status). In this blog I will explore the performance improvements of JavaFX's graphics stack, including Prism. Just take a cup of coffee to ride this blog - it's long, seven miles.
You think that with Unicode
™ the stone age is over and your Java software will print even egyptic hieroglyphs? Dream on!
After a long hiatus the Timing Project is moving forward again.
I developed my first implementation of the Reversi game on BASIC 20 years ago. Since then, I ported it on each programming language I studied: Turbo Pascal with graphics library and Turbo Vision, C with the Windows API, C++ with the ClanLib, Java AWT applet, and Swing application with Java2D. Now I am ready to publish yet another implementation, on JavaFX Script.
The www.abelski.com web site offers free (for personal and academic usage) courses about various topics in software development. The site focuses on Java technologies.
Ian Bogost's recent article Flash is Not a Right highlights some new aspects of the debate about Apple's iPhoneOS development restrictions. I have a different opinion.