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1  Java Game APIs & Engines / Java Sound & OpenAL / Re: EAX doesn't work because of wrong lib loading on: 2007-05-07 18:13:20
I've seen the bugfix in the current build on
But the webstart files are always the same.

Is this link in my jnlp file correct? Points it to the nightly version of joal.jnlp, joal.jar ...?
<extension name="joal" href="" />

2  Java Game APIs & Engines / Java Sound & OpenAL / Re: EAX doesn't work because of wrong lib loading on: 2007-05-07 09:22:28
cool, thank you too.
3  Java Game APIs & Engines / Java Sound & OpenAL / EAX doesn't work because of wrong lib loading on: 2007-05-06 20:34:42

in class is a static block with wrong system (native) library "joal".
this should be replaced with "joal_native" or remove the static block completely.

Then EAX works great on Windows.

I've filed an issue.

4  Java Game APIs & Engines / Java Sound & OpenAL / Re: JOAL updates on: 2006-12-11 11:43:54
Hi Ken,

We'll do this as soon as possible -- hopefully within a couple of days. We wanted to do some more testing first. How quickly do you need it? Do you need a JOGL update as well?
I don't need it quickly. For jogl it is possible to test nightly builds very easy. Because of two jogl.jnlp.

<extension name="jogl" href="" />

<extension name="jogl" href="" />

It would be very helpful to have the same for joal.

5  Java Game APIs & Engines / Java Sound & OpenAL / Re: JOAL updates on: 2006-12-07 23:12:49
Hi Ken,

Is it possible to update the joal libs referenced by joal.jnlp?
Or to have a joal.jnlp (release) and a current (nightly) version.
(same as jogl)

6  Java Game APIs & Engines / Java Sound & OpenAL / Re: JOAL Update on: 2006-01-02 15:04:01
This is a very good idea.*

I say, Aye

7  Java Game APIs & Engines / JOGL Development / Re: JOGL JSR implementation performance with JNI on: 2005-11-24 01:20:34
Hi Ken,

nice to hear that you use Jake2 as a benchmark.

The performance of the current JOGL and JNI in general are just fine in my opinion. We built a prototype of JOGL earlier this year using a radically different and more efficient native method calling interface than JNI and weren't able to see any significant speedups on Jake2 on modern processors so it was hard to justify pushing the prototype further.

Have you tested your prototype with the renderer named "jogl"?
This one produces a lot of simple OpenGL calls. (ca. 25000 per frame)
If you want to stress the JNI layer, you can run the demos with 32 player models.
Type to console:
timedemo 1
cl_testentities 1
map q2demo1.dm2

The "fastjogl" renderer uses FloatBuffers and vertex arrays. (ca. 5000 OpenGL calls per frame)
Thats why its possible that you can't see any significant speedups.
But this impl uses a lot of FloatBuffer puts and gets.
(for FloatBuffer stress tests you can use this renderer (or lwjgl) and the same commands as above)

Are there any optimizations for FloatBuffers in jdk1.6.0?
(like the MappedByteBuffer-cast-trick for direct ByteBuffers)


8  Games Center / Archived Projects / Jake2 0.9.4 released on: 2005-05-27 14:43:27
I'm happy to say, the new version is done.


Thank you for your time. The feedback, help  and comments were very useful and encouraged us to keep on programing and debugging.

Now it's time to drink a cold beer or two ... ;-) and have a barbecue with my friends.

9  Java Game APIs & Engines / JOGL Development / Re: a fast screenshot function on: 2005-05-11 18:52:46
Thanks you for the test and for the hint with pixel alignment.
I had forgotten this issue.

Keving, I'm interested in your AVI tool.

10  Java Game APIs & Engines / JOGL Development / Re: a fast screenshot function on: 2005-05-08 09:52:37
Why not use ImageIO instead? That way you can save to all supported formats from the bytebuffer. Or perhaps even print it too Smiley

The ImageIO class is ok, but much slower. I've used this function to make screenshots on the fly in Jake2. I've tested ImageIO too and the Quake2 game loop hangs a little bit on saving an image.

The trick in this example is to bypass the CPU for image writing. This function copies the graphics memory (AGP) to a memory mapped file.
I think only the DMA contoller has a lot to do :-)

An other fact is, that you don't need extra memory allocation like int[].
There is no extra runtime (dynamic) garbage. And the MappedByteBuffer will be collected by GC after closing the file channel.  

try it and you will see what I mean.

11  Java Game APIs & Engines / JOGL Development / a fast screenshot function on: 2005-05-06 13:13:33
Hello together,

here is an example to make screenshots from OpenGL context very quickly. The file is written in uncompressed TARGA (*.tga) format.

public static final int TARGA_HEADER_SIZE = 18;

void screenshot(GL gl, int width, int, height, File file) {
  try {
    RandomAccessFile out = new RandomAccessFile(file, "rw");
    FileChannel ch = out.getChannel();
    int fileLength = TARGA_HEADER_SIZE + width * height * 3;
    MappedByteBuffer image =, 0, fileLength);

    // write the TARGA header
   image.put(0, (byte) 0).put(1, (byte) 0);
   image.put(2, (byte) 2); // uncompressed type
   image.put(12, (byte) (width & 0xFF)); // width
   image.put(13, (byte) (width >> 8)); // width
   image.put(14, (byte) (height & 0xFF)); height
   image.put(15, (byte) (height >> 8)); height
   image.put(16, (byte) 24); // pixel size
   // go to image data position
   // jogl needs a sliced buffer
   ByteBuffer bgr = image.slice();
   // read the BGR values into the image buffer
   gl.glReadPixels(0, 0, width, height, GL.GL_BGR,
                      GL.GL_UNSIGNED_BYTE, bgr);

   // close the file channel
  } catch (Exception e) {

I think it is useful.

12  Games Center / Archived Projects / Re: Jake2 Webstart version (Java Quake2) on: 2005-04-28 22:44:10
I'm getting
~ 260 in lwjgl
~ 220 in jogl 1.1
~ 215 in jogl 1.1 + ati fix <-- using nVidia, but tried for fun Smiley

I was a bit puzzled by the lower speed - so I tried LWJGL in 1600x1200 and i got ~ 250 *ponder*

With a nVidia 6800 I'm getting
~ 264 lwjgl
~ 240 jogl11

I can say that the lwjgl binding for jake2 is about 10% faster than the jogl one. (with the older Geforce 4 MX too)

BTW: The current nVidia cards can handle higher resolutions nearly without a performance loss, but with OpenGL1.1 code (Quake2) they aren't faster than the older 3D card generation.

Thanks for testing


13  Games Center / Archived Projects / Re: Jake2 Webstart version (Java Quake2) on: 2005-04-28 22:02:41
Hi Brian,
btw, what was the sound bug? - I never got anything to investigate regarding this

It wasn't a lwjgl bug in general.
I've posted some words to the lwjgl board.;action=display;num=1110922607;start=15

I think the API (or sound driver) should handle this buffer mismangament.
But I'm happy to say, that this VM crash was necessary to detect my hidden mistake ;-)

14  Games Center / Archived Projects / Re: Jake2 Webstart version (Java Quake2) on: 2005-04-28 20:18:26
Hi jake2 fans :-)

I have updated the webstart version on 28.04.2005

what is new:

1. make screenshots (TARGA images) on the fly with <F12>
   the file location will be printed on the screen.

2. I've found the bug in lwjgl sound implementation.
   It was crashing some times on Win32.
   Now it works fine.

3. bugfixes in multiplayer code parts (client/server)

Jake2 is ready to compare the jogl11 and the lwjgl bindings.
Go to console with '~'
 timedemo 1
 map q2demo1.dm2
and try it again. The Java VM needs some runs to load all classes and optimize the byte code (JIT/HotSpot).

benchmark parameters to compare it with our values:
  • 800x600 resolution (to reduce the influence of slower gfx hardware)
  • sound off

On my computer the game reaches 275 fps
  • Athlon XP 2400+
  • Nvidia Geforce 4 MX
  • Win2k
  • lwjgl, fullscreen
  • q2demo1.dm2 or demo1.dm2

I am interested in benchmark values on several platforms.
If you use the jogl11 version look at the VIDEO menu that the fastjogl renderer is active.

BTW: If you want a fps counter during the normal demo loop, type
fps 1
and turn it off with  
fps 0

Thanks and have fun

P.S.: It becomes more and more a game than a techdemo ;-)
15  Java Game APIs & Engines / OpenGL Development / Re: strange crash on: 2005-04-27 11:41:19
Hi Brian,

I have found the bug. It was a "mismanaged" buffer problem ;-)
The error (access violation) occurs on loading a buffer with new sample data every time.
AL10.alBufferData(bufferId, format, data, freq);

I think the problem was that this data upload was done on playing the buffers old content.
I had forgotten to check that the buffer is filled only once.
BTW: The joal implementation for jake2 had the same upload problem, but this binding could handle the asynchronous buffer modification.

16  Java Game APIs & Engines / OpenGL Development / Re: strange crash on: 2005-04-03 10:14:07
Hi Brian


It does sound a bit weird. What's in the error log?
The best thing you can do, is to track down what happens around the stacktrace (if any), or at least at the end of level code. It sounds like a mismanaged buffer, but this usually doesn't crash OAL code, but rather OGL.

Yes, it is weird. There is no error log nor a stacktrace.


You could try to contact me on mail, and we can try and work together on this, I would however prefer not to get too intimately involved in the jake2 source code.

Thank you very much for your suggestion. I will contact you soon. During the next weeks I will make some tests to track the problem down.

17  Java Game APIs & Engines / OpenGL Development / Re: strange crash on: 2005-03-27 14:02:08
Hello together,

I have the same OpenAL problem with Jake2.
You can run the game via webstart.
(version 0.95 of lwjgl)

It works fine with sound off. The OpenAL implementation crashes the JVM on Win2k and WinXP. It happens after 1-2 Quake2 demo runs. On Linux there is no problem.

I don't know why because the joal implementation is nearly the same source code and works without problems. Thats why I think it isn't  a driver problem. I am not sure but it is possible that something goes wrong in the lwjgl native code (OpenAL Win32).

Any ideas? Or can someone check it out, please?

18  Java Game APIs & Engines / JOGL Development / Re: Crashes when exiting on Linux on: 2005-01-29 08:43:24
Hi Ken,

this doesn't help.
Have you tried calling setRenderingThread(null) before frame.dispose()?

I use the following workaround in Jake2.

if (frame != null) {
  // this is very important to change the GL context
  if (canvas != null) {
         canvas = null;

The frame.dispose() should handle this correctly but it doesn't.

I hope this will help a little bit.

19  Java Game APIs & Engines / JOGL Development / Re: SEGV on Fedora Core 3 on: 2004-11-26 12:43:22
I have the same problem with Jake2 on debian and redhat.
(nvidia card and driver versions 5336, 6111, 6629)
The jogl 1.0 release works but all 1.1b0* not.

Here is a quick workaround. Works with Jake2 and jogl1.1b0*
// canvas is an instance of GLCanvas
// window is an instance of JFrame
  if (canvas != null) {
    canvas = null;

I think jogl and AWT should handle this correctly without this hack.
I hope the jogl-team has an idea whats going wrong.

20  Games Center / Archived Projects / Re: Jake2 Webstart version (Java Quake2) on: 2004-11-04 17:58:00

-missing textures of wall, weapons,monsters,menu,...


my configuration:
windows 98, 256mB ram, geforce3, 1.4Ghz p4

Thanks for the test and the screen shots.
We have never tested Jake2 on Win98.
It is possible that there are problems with timing too.
(System.currentTimeMillis() has only a resolution of 60ms)
I will check this next week on the "good old" Win98.

BTW quick and dirty bugfix: change your OS ;-)

21  Games Center / Archived Projects / Re: Jake2 a player for Quake2 pak files on: 2004-05-10 14:42:00

- changing brightness has no effect (gamma?)

go to console with #

vid_gamma 0.9
intensity 2
gl_modulate 2 (or 1)

22  Games Center / Archived Projects / Re: Jake2 a player for Quake2 pak files on: 2004-05-10 07:54:37
Were the benchmarks performed on the client VM or server VM?

on the client VM
* linux
* gl_vertex_arrays 1 (see config.cfg)
* 800x600x24 window mode
* s_initsound 0

Quake2 and Jake2 were tested with the same config.cfg.

23  Games Center / Archived Projects / Re: Jake2 a player for Quake2 pak files on: 2004-05-06 15:27:25
Hi Abuse,

It's no virus.

do you know a way to get an jogl fullscreen under linux?

btw we have problems with joal and it's native libs.
we want a cool factory method to initialize the best AL driver and not the null device on win32 :-)
We like Java as an platform independent language and no special code path hacks for various OSs.
24  Games Center / Archived Projects / Jake2 a player for Quake2 pak files on: 2004-05-06 14:12:50
Jake2 is out.

It's a Java port of the Quake2 engine. The project is under construction but you can use demo and single player mode. We use jogl for rendering and a joal sound driver comes soon.

All you need is the current Jake2 version from
and the media files for Quake2.

- unpack jake2-version.tar.gz or
- copy the baseq2 directory from your full version of Quake2 or from the
 demo version to the Jake2 base directory
- run the game with or Jake2.bat

have fun :-)

25  Discussions / Community & Volunteer Projects / Re: Quake 2 Java on: 2004-05-06 12:48:02
Check this.

Jake2 a Java port of the Quake2 engine.

Try the playable version from

The current version supports demo and single player mode.

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