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1  Java Game APIs & Engines / JOGL Development / Re: JOGL Applet Security on: 2005-11-14 11:21:32
hey lilian
nice work, i get an errormessage thought

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Error: The native libraries arent't properly signed


my system setup is:
Mac OS X 10.4.3
Safari Browser
Java Version 1.4.2_09

and i do have the jogl version 1.1 installed in my ~/User/Library/Extensions/Java folder.
2  Java Game APIs & Engines / JOGL Development / Re: JOGL Applet Security on: 2005-11-03 17:59:44
1. You must have a fully signed applet.
2. The applet, on first run, needs to create a directory in some well-known but interference-proof location. I would recommend ${user.home}/appletname/native.
3. The DLLs are copied into there from their source jars
4. The Java-side code needs to be able to call System.loadLibrary(System.getProperty("user.home")+"/"+appletname+"/"+native+"/jogl.dll") or something. Therefore JOGL (and LWJGL) would need a few subtle adjustments to allow them to load from custom paths.

it s not completely true what you re saying, cas. the applet itself doesn t need to be signed. check out this applet we threw together.

http://www.wortwechsel.biz/kindergarten/gestalt/

the thing is, you need the files installed as extensions in your VM to run this unsigned applet.
to achieve that we wrote an installer, which btw needs to be a signed applet, that installs all necessary files in your VM.
we plan to release the installer as a more general solution, for all kinds of extensions.

the basic idea is to ask the java enabled browser about the location of the VM it uses and then copy the stuff there. on OS X this works pretty nice because the extension policy is very clear. on windows it usually works. the good thing is you one only has to install the extension once.

cheers
d3
3  Java Game APIs & Engines / JOGL Development / Re: JOGL installer for applet on: 2005-10-11 20:09:06
On OS X you should consider simply keeping the JOGL jars and native libs in the Application Bundle.  Assuming you use an application bundle for OS X, which would be the most OS X - like way to distribute your application to Mac users.

since we are talking about applets here, the application bundle structure is no real option. i think it s a good idea to install the libraries on the client machine, as you only need to do that once and not everytime you load an applet.

i always found the JSyn installer a pretty neat eyample -- http://www.softsynth.com/jsyn/plugins/

If you keep the library files inside the app bundle then there is no possibility of different versions of the library causing problems for different applications.

i m really not sure about that. what is the search order for the default library paths? i didn t find any pointers on the apple website. as i said, i had problems with that in the past and it can definitely lead to confusion on a machine that is actually used by more than one user.
4  Java Game APIs & Engines / JOGL Development / Re: JOGL installer for applet on: 2005-10-11 11:46:46
there are 3 default directories for java extensions on OS X
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~/Library/Java/Extensions/         # you should probably use this directory as it is for a specific user
/Library/Java/Extensions/          # this is the systemwide extension directory
/System/Library/Java/Extensions/   # this is for apple stuff only

i experienced some problems in the past when there where the same extensions installed in different directories.
5  Java Game APIs & Engines / JOGL Development / shadowmaps with framebuffer objects on: 2005-07-13 00:30:06
this is a tiny bit of topic since it s a plain opengl question. i just had a chance to look at framebuffer objects and it s very beautiful and straight forward and everything:

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        /* create framebuffer */
        int[] myFrameBufferConainter = new int[1];
        gl.glGenFramebuffersEXT(1, myFrameBufferConainter);
        int _myFrameBufferID = myFrameBufferConainter[0];

        /* create depthbuffer */
        int[] myDepthRenderBufferConainter = new int[1];
        gl.glGenRenderbuffersEXT(1, myDepthRenderBufferConainter);
        int _myDepthRenderBufferID = myDepthRenderBufferConainter[0];
       
        /* create texture */
        int[] myTextureConainter = new int[1];
        gl.glGenTextures(1, myTextureConainter);
        int _myTextureID = myTextureConainter[0];

        /* attach texture to fbo */
        gl.glBindTexture(GL.GL_TEXTURE_2D, _myTextureID);

        gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR);
        gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR);
        gl.glTexImage2D(GL.GL_TEXTURE_2D,
                        0,
                        GL.GL_RGBA,
                        theWidth,
                        theHeight,
                        0,
                        GL.GL_RGBA,
                        GL.GL_UNSIGNED_BYTE,
                        (byte[]) null);

        gl.glFramebufferTexture2DEXT(GL.GL_FRAMEBUFFER_EXT,
                GL.GL_COLOR_ATTACHMENT0_EXT,
                GL.GL_TEXTURE_2D,
                _myTextureID,
                0);

        /* attach depth renderbuffer to fbo */
        gl.glBindRenderbufferEXT(GL.GL_RENDERBUFFER_EXT, _myDepthRenderBufferID);
        gl.glRenderbufferStorageEXT(GL.GL_RENDERBUFFER_EXT, GL.GL_DEPTH_COMPONENT24, theWidth, theHeight);
        gl.glFramebufferRenderbufferEXT(GL.GL_FRAMEBUFFER_EXT,
                                        GL.GL_DEPTH_ATTACHMENT_EXT,
                                        GL.GL_RENDERBUFFER_EXT,
                                        _myDepthRenderBufferID);


i was now moving on to implement a shadowmap with framebuffer objects but ran into the problem that i couldn t figure out how to set up the framebuffer, the texture and the renderbuffer. my question is now, has anyone successfully used framebuffer objects to create a shadowmap texure?
6  Java Game APIs & Engines / JOGL Development / removing arbitrary GLEventListener on: 2005-06-30 13:17:32
is there a way to remove a GLEventListener if the reference is unknown? from looking at the jogl source code i can tell that there is no way to do so.

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  public synchronized void addGLEventListener(GLEventListener listener) {
    List newListeners = (List) ((ArrayList) listeners).clone();
    newListeners.add(listener);
    listeners = newListeners;
  }
 
  public synchronized void removeGLEventListener(GLEventListener listener) {
    List newListeners = (List) ((ArrayList) listeners).clone();
    newListeners.remove(listener);
    listeners = newListeners;
  }


i just ran into a situation where i had a reference to a GLCanvas but not to the added GLEventListener. wouldn t it be cool to be able to poll those listeners? i know that i could always add this myself and recompile Wink
7  Java Game APIs & Engines / JOGL Development / Re: DV Video textures on: 2005-02-16 11:09:11
i posted a link to some code on this thread:

So you like Textures eh? Texturing Demo in JOGL.

it shows how to use native QuickTime and native OpenGL from within Java and Jogl.
8  Java Game APIs & Engines / JOGL Development / Re: So you like Textures eh? Texturing Demo in JOG on: 2005-02-15 20:57:58
i just threw together a 'proof-of-concept' i was thinking about for some time now.

after having a lot of trouble with the, as of now, crappy QTJ API i finally figured out a way to use the native QT API through the JNI. as mentionened above the code is more of a 'proof-of-concept' and since i have not much experience with C/CPP i didn t manage to come up with a windows version ( maybe someone can help Wink ). it s just osx.

the basic concept is to get rid off the, especially under osx, annoying copying of data from native to java to native to opengl and rather leave all the heavy data pushing in native world where it belongs.

i was really suprised to find out that when suppling a valid opengl context from jogl, you can call 'native' opengl functions via JNI from native code. i m not sure if this is valid, whatever that means, but i tested it under osx on several occasion and it seems to be robust.

with that knowledge i wrote ( and snipped of course ) a little wrapper around the native QT API that would simply allocate some memory, let quicktime write into this memory and copy it to opengl, all on the native side. the java/jogl part would just controll the whole process. which is creating, playing, looping movies etc.

it still seems a bit like blackmagic to me and maybe is. i would be happy to get some feedback and even better some improvement on this approach.

-> QTGLJNI
9  Java Game APIs & Engines / JOGL Development / Re: DV Video textures on: 2005-02-10 11:53:25
just now i m writing on some JNI stuff which integrates QuicktTime and OpenGL on the native side.
the basic idea is to do everything in Jogl (opening window, draw primitives, handletextures etc) and just shove the pixels from native QuickTime to 'native' OpenGL.

the jogl side would look something like this:

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            gl.glBindTexture(GL.GL_TEXTURE_2D, myGLTextureID[i]);
            _myJNIWrapper.updateTexture(myTextureID[i]);
            gl.glPushMatrix();
            gl.glBegin(GL.GL_QUADS);
            /* draw plane here */
            gl.glEnd();
            gl.glPopMatrix();


as you can see you don t even need to pass the OpenGL texture ID as long as you bind the texture before you go native.
the interesting thing for me to see was, that as long as you call the native methods inside a valid jogl frame, that is from inside the display(GLDrawable) method, you can use the 'native' opengl and jogl interchangeably.
this research is really interesting since OTJava sucks as much as JMF sucks.
i will post the outcomes as soon as i have a working windows version, the osx side is already done.

PS
the native setup is NOT mindblowingly faster than the QTJava version but much more stable and reliable.
10  Java Game APIs & Engines / JOGL Development / Re: Problems installing Jogl on Mac OSX on: 2005-01-12 13:51:59
drop the jar and jnilib in one of two directories.
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# create this directory if it doesn t exist
~/Library/Java/Extensions
# this is already there
/Library/Java/Extensions
11  Java Game APIs & Engines / Java Sound & OpenAL / Re: MacOSX just makes noise on: 2004-09-15 08:50:38
with some soundplayer, for example quicktime, you can get information about the sound s 'endian-ness'.

if you use 8bit sound Sad you don t have any endian issues.

still i would also be interested in solving this problem. the 'wav' format, as far as i know, always 'little endian' thus wouldn t play correctly on 'big endian' machines. i m not enough into 'OpenAL' but is there any easy way to load for example 'AIFF' files which is a 'big endian' format with something similar to 'alutLoadWAVFile'? is the a tutorial for that?
12  Java Game APIs & Engines / JOGL Development / Re: JOGL 1.1 b05 released on: 2004-08-06 09:19:43
why do i get this when using release 1.1b05?

-------------------------------------------------------
JOGL VERSION: 1.1.0-b04
INIT GL IS: net.java.games.jogl.impl.macosx.MacOSXGLImpl
CANVAS GL IS: net.java.games.jogl.impl.macosx.MacOSXGLImpl
CANVAS GLU IS: net.java.games.jogl.impl.GLUImpl
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: ATI Radeon 9000 OpenGL Engine
GL_VERSION: 1.3 ATI-1.3.18
-------------------------------------------------------

is this an error in getVersion() or is it really just b04 on mac os x?
13  Java Game APIs & Engines / JOGL Development / Re: No JOGL in java.libary.path on: 2004-05-23 11:29:15
the actual command line option is

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java -Djava.library.path="path/to/libraries" MyClass


this usually worked fine on my os x machine, except when having older jni-libraries in default locations, which will then be taken first.
14  Java Game APIs & Engines / JOGL Development / Re: Picking In 3D on: 2004-04-28 07:14:46
you should have a look at glSelectBuffer which provides a mechanism for picking any object drawn on the screen.

there is also a NEHE tutorial, lesson #32 dealing with this topic. although i m not sure if it has been ported to jogl.

we used selection buffer in 2D and that worked very well. 3D should work fine as well. why should it :)
15  Java Game APIs & Engines / JOGL Development / Re: Text in JOGL on: 2004-04-21 08:39:38
i just put together a class which can generate an image from a TrueTypeFont.
to get the image to Jogl as a texture shouldn t be that hard.
no need to mention that the class is not complete and has several flaws :)
hope this helps anyway!

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import java.io.*;

import java.awt.*;
import java.awt.font.*;
import java.awt.image.*;


public class DynamicFont
{

      private Font basefont;

      private Font font;

      private FontRenderContext context;

      private float fontsize;

      private static final boolean DEBUG = true;

      /**
       * create a font from an input stream
       * @param is InputStream
       */

      public DynamicFont(InputStream is) {
      basefont = loadBaseFont(is);
            context = getContext();
            fontsize = 48f;
            setSize(fontsize);
      }



      /**
       * derive a font with a new size from basefont
       * @param size float
       * @return Font
       */

      private Font getFontBySize(float s) {
            return basefont.deriveFont(s);
      }



      /**
       * set size of font
       * @param size float
       */

      public void setSize(float size) {
            fontsize = size;
            font = getFontBySize(size);
      }



      /**
       * load the base font
       * @param name String
       * @return Font
       */

      private Font loadBaseFont(InputStream is) {
            Font font = null;
            try {
                  font = Font.createFont(Font.TRUETYPE_FONT, is);
            } catch (IOException ex) {
                  System.err.println("### ERROR @DynamicFont IOException");
            } catch (FontFormatException ex) {
                  System.err.println("### ERROR @DynamicFont FontFormatException");
            }
            return font;
      }



      /**
       * get a font rendering context
       * @return FontRenderContext
       */

      private FontRenderContext getContext() {
            BufferedImage b = new BufferedImage(1, 1, BufferedImage.TYPE_3BYTE_BGR);
            Graphics2D g = b.createGraphics();
            g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
            FontRenderContext frc = g.getFontRenderContext();
            return frc;
      }



      /**
       * get the pixel data from the specified text
       * @param text String
       * @return byte[]
       */

      /*public byte[] getData(String text) {
            BufferedImage myImage = getImage(text);
            Raster myRaster = myImage.getData();
            DataBufferByte myDataBufferByte = (DataBufferByte)myRaster.getDataBuffer();
            return myDataBufferByte.getData();
      }*/




      /**
       * check if characters are supproted
       * @param text String
       * @return char
       */

      private void checkString(String text) {
            int illegalCharacter = font.canDisplayUpTo(text);
            if (illegalCharacter > -1) {
                  System.err.println("### INFO cann t display character #" + illegalCharacter);
            }
      }



      /**
       * get a buffered image from the specified text
       * @param text String
       * @return BufferedImage
       */

      public BufferedImage getImage(String text) {
            if (DEBUG) {
                  checkString(text);
            }
            int width = (int) font.getStringBounds(text, context).getWidth();
            int height = (int) font.getMaxCharBounds(context).getHeight();
            //int x = (int)font.getStringBounds(text, context).getX();
           int y = (int) font.getStringBounds(text, context).getY();
            BufferedImage bitmap = new BufferedImage(width, height, BufferedImage.TYPE_3BYTE_BGR); //BufferedImage.TYPE_4BYTE_ABGR
           Graphics2D g = bitmap.createGraphics();
            g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
            g.setFont(font);
            g.drawString(text, 0, -y);
            return bitmap;
      }
}
16  Java Game APIs & Engines / JOGL Development / Re: April 12, 2004 JOGL build on: 2004-04-13 07:26:01
click on the triangle before 'Release Builds 2004' and then on the underlined words '1.0 - April 12'
Wink
17  Java Game APIs & Engines / JOGL Development / Re: What are people doing with JOGL? on: 2004-02-28 10:46:58
we just finished a piece for the jewish museum berlin.
http://myhd.org/jd3/archiv/000299.html
18  Java Game APIs & Engines / JOGL Development / Re: Manipulating FloatBuffers on: 2004-01-29 12:11:58
might be interesting as well

http://www.gamasutra.com/features/20030325/fernando_01.shtml
19  Java Game APIs & Engines / JOGL Development / Re: [OT] using manually generated mipmaps on: 2004-01-16 09:20:01
thanx it worked very nicely. i have my depth blurring now Smiley
actually in my 'red book' it s not on page 388 or not at all available because it is an old old old relase 1.

i ll buy a new one.

20  Java Game APIs & Engines / JOGL Development / [OT] using manually generated mipmaps on: 2004-01-15 15:24:24
hello


i am trying to manually generated mipmaps to work. with no success. the idea is basically the same as it can be found in the 'red book'.
when i set

GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST_MIPMAP_NEAREST);

to

GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR);

i can at least see the first of the mipmaps. probably because mipmapping is turned of then.

i was wandering if anyone has ever successfully done this kind of mipmapping and could help me out with a code snip or correct my mistake.

cheers
d3



TextureReader.Texture[] texture = new TextureReader.Texture[6];
try {
   for (int i=0; i<texture.length; i++){
           texture = TextureReader.readTexture("demos/data/images/"+i+".png");
   }
} catch (IOException e) {
   e.printStackTrace();
   throw new RuntimeException(e);
}

gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR);
gl.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST_MIPMAP_NEAREST);

for (int i=0; i<texture.length; i++){
   gl.glTexImage2D(GL.GL_TEXTURE_2D,
   i,
   GL.GL_RGB,
   texture.getWidth(),
   texture.getHeight(),
   0,
   GL.GL_RGB,
   GL.GL_UNSIGNED_BYTE,
   texture.getPixels());
}<a href="http://" target="_blank">http://</a>
21  Java Game APIs & Engines / JOGL Development / Re: Problems with nVidia FX5900 on: 2004-01-10 11:44:08
oh yes of course. here it is.
BTW is there a way of resolving the '... 6 more' at the end?

net.java.games.jogl.GLException: java.lang.ClassNotFoundException: net.java.games.jogl.impl.windows.WindowsGLContextFactory

     at net.java.games.jogl.impl.GLContextFactory.getFactory(GLContextFactory.java:76)

     at net.java.games.jogl.GLCanvas.<init>(GLCanvas.java:72)

     at net.java.games.jogl.GLDrawableFactory.createGLCanvas(GLDrawableFactory.java:117)

     at net.java.games.jogl.GLDrawableFactory.createGLCanvas(GLDrawableFactory.java:80)

     at renderer.Window.init(Window.java:97)

     at application.Controller.init(Controller.java:52)

     at application.Main.main(Main.java:19)

Caused by: java.lang.ClassNotFoundException: net.java.games.jogl.impl.windows.WindowsGLContextFactory

     at java.net.URLClassLoader$1.run(URLClassLoader.java:198)

     at java.security.AccessController.doPrivileged(Native Method)

     at java.net.URLClassLoader.findClass(URLClassLoader.java:186)

     at java.lang.ClassLoader.loadClass(ClassLoader.java:299)

     at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:265)

     at java.lang.ClassLoader.loadClass(ClassLoader.java:255)

     at java.lang.ClassLoader.loadClassInternal(ClassLoader.java:315)

     at java.lang.Class.forName0(Native Method)

     at java.lang.Class.forName(Class.java:140)

     at net.java.games.jogl.impl.GLContextFactory.getFactory(GLContextFactory.java:62)

     ... 6 more
22  Java Game APIs & Engines / JOGL Development / Problems with nVidia FX5900 on: 2004-01-09 20:15:38
hello i tried to run a jogl app on a windows machine with a nVidia FX5900 graphic card an error which happend somewhere in the native regions.
the same code runs well on my OS X machine and on older nVidia cards like an nVidia Quadro.

i was wandering if anyone could confirm such behavior. or even explain or even better fix it. fix it fix it.
23  Java Game APIs & Engines / JOGL Development / Re: Animated Texture with QT on: 2003-12-04 09:26:52
PRETTY! i got my animated textures with QT working.
it s speed is acceptable on MAC and on WIN even more.

PRO
you can use a lot of different movie formats, all that quicktime supports. with the right codec you can even use alpha-channels.

CON
you need quicktime installed. it s not certain what happens with the API in the future. but what is then?

if anyone is interested i can supply some code.
it s still in a spaghetti-state so i hesitate to post it here Smiley
24  Java Game APIs & Engines / JOGL Development / Re: Animated Texture with QT on: 2003-11-28 12:24:15
oh yes it does. just some quick math:
128x128 px with RGBA is uncompressed 64kb
64kb x 30frames x 60 seconds is about 115200kb for just one minute and a little animated thumbnail. Cheesy

actually i got it almost working. at least i got continous byte arrays coming out of my 'movie reader' which i could bind as a texture...

i have no idea about performance yet
25  Java Game APIs & Engines / JOGL Development / Animated Texture with QT on: 2003-11-27 11:17:03
hello

i am trying to implement animated textures.
has anyone experiences with that?

right now i am thinking about using the Quicktime API, since it solves a lot of codec issues.

is java fast enough for realtime decompression etc.

anyone?  Cheesy
26  Java Game APIs & Engines / JOGL Development / [OT] fullscreen on multiple screen devices on: 2003-10-02 09:55:15
Is there a way of using the setFullScreenWindow() method to display one huge frame over two or more screens?
as i understand it the setFullScreenWindow() can only grab one screen device / monitor.
27  Java Game APIs & Engines / JOGL Development / setFullScreenWindow() on OS X on: 2003-10-02 09:50:57
i try to go to fullscreen mode with the setFullScreenWindow() but unfortunately i just get a white screen.
as so often the same code works on a windows platform.
has anyone expierenced the same problem?
or better has anyone any solutions Smiley ?

( BTW i am runnig a OS X 10.2 System )
28  Java Game APIs & Engines / OpenGL Development / [OT] glow trails on: 2003-06-08 10:42:20
does anyone has ideas about how this cool manga glow trail is done in OpenGL? articles, tutorials?

29  Java Game APIs & Engines / OpenGL Development / Re: problems with compiled openGL lists on: 2003-04-15 17:13:57
yepp, when i access the canvas by a reference variable, it works. i think i better leave my hands of that stuff in the future.

i still find the behavior strange

thanks for the help Smiley
30  Java Game APIs & Engines / OpenGL Development / Re: problems with compiled openGL lists on: 2003-04-15 09:11:19
the 3D card issue is interesting.
yes, i think my card is kind of odd, it s the on-board of a via mini-itx mainboard on win xp system, they call it CastleRock.
but strange thing is that it works when i call the list from the 'original' display class.
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