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1  Java Game APIs & Engines / JOGL Development / Re: Catch 22 for jogl on: 2009-12-04 09:10:38
WebGL excerpts from recently published interview with

Neil Trevett, Vice President Embedded Content, NVIDIA | President, Khronos Group, Nov. 2009,

WebGL is a low-level JavaScript binding to OpenGL ES 2.0, exposed through the HTML 5 Canvas element as Document Object Model interfaces.

WebGL can also bind to OpenGL 2.0 and above for 3D acceleration on desktop platforms. OpenGL 3.2 and OpenGL ES 2.0 are increasingly close in core functionality – and the OpenGL and OpenGL ES working groups are cooperating within Khronos to ensure the two APIs don’t diverge.

Will you be able to run the latest generation high-end first person shooters in JavaScript? Probably not. But the browser vendors are confident that JavaScript will deliver enough performance for a wide range of games, applications and user interfaces to be enabled using WebGL.

It’s an API NOT a plug-in!

The thing to realize about WebGL is that this is being DRIVEN by the Browser vendors – this is not plug-in vendors trying to push something into the Web.

All I can say is that Apple, Google, Mozilla and Opera are actively developing and promoting WebGL – and that WebGL prototypes are already appearing in open source browser builds. Microsoft is not a member of Khronos – but I would expect third parties to implement WebGL on Internet Explorer

There is no file format for WebGL. WebGL provides access to OpenGL ES from JavaScript – nothing more. For example, there is no support in WebGL for loading 3D models, for receiving input and interacting with the user, or for communicating over a network.

Flash is a ubiquitous part of the web – it will be widely used for a long time to come. However Flash is a plug-in – and so is very different to WebGL which enables direct access to 3D from the web page itself – each is suitable for different types of content.

2  Java Game APIs & Engines / Java 2D / Re: Drawing image flipped on: 2009-07-23 07:13:34
Have a look here : Flip and draw an image by graphics.drawImage(..): Any issues known?

3  Java Game APIs & Engines / Java 3D / Re: ncsa.j3d.loaders.ModelLoader; where can I find it ? on: 2008-01-17 08:46:07
Have a try here

4  Java Game APIs & Engines / Java 3D / Re: JCanvas3D on: 2007-10-13 07:41:57

the source code of  the sample program JCanvas3D Navigation is availabel here:

5  Java Game APIs & Engines / Java 3D / Re: Trouble with suns Java 3d tutorial on: 2007-08-24 08:43:55

a null GraphicsConfiguration throws a NullPointerException in the current Java 3D 1.5.x release. Give this a try:

import java.awt.GraphicsConfiguration;
GraphicsConfiguration gc = SimpleUniverse.getPreferredConfiguration();

Canvas3D canvas3D = null;
try {
    canvas3D = new Canvas3D(gc);
catch (NullPointerException e) {
    // handle exception
catch (IllegalArgumentException e) {
    // handle exception

Good luck, August
6  Java Game APIs & Engines / Java 3D / Re: Deloying the J3D extensions on: 2007-07-31 07:55:08
Java 3D JNLPAppletLauncher with Java 3D 1.5.1 is now available. 

Web page with examples and code samples:
Applet-launcher project home page:

7  Java Game APIs & Engines / Java 3D / Re: Mouse Picking with Java3D on: 2007-07-14 08:49:59
Java 3D provides picking utilities in its packages "com.sun.j3d.utils.pickfast" and "com.sun.j3d.utils.pickfast.behaviors".

Java 3D example programs source code are available at Especially have a look at  "org.jdesktop.j3d.examples.picking.PickTest". Good luck.

8  Java Game APIs & Engines / Java 3D / Re: Deloying the J3D extensions on: 2007-07-04 10:49:11
According to Java 3D 1.5.1 release notes for Windows the (default) OpenGL renderer requires OpenGL 1.3 (or later) and the (optional) DirectX renderer requires DirectX 9.0 (or later):

If your system fulfills all requirements please file your error message to the Java 3D forum thread (the Java 3D Team will be back mid July).

9  Java Game APIs & Engines / Java 3D / Re: How to change the "field of view" when using the parallel projection ? on: 2007-07-04 10:45:24

zooming a parallel projection could be done by scaling the scene. Call 'Transform3D.setScale(double scale)' to change the uniform scaling and update the ViewPlatform's TransformGroup. Give it a try.

10  Java Game APIs & Engines / Java 3D / Re: Deloying the J3D extensions on: 2007-06-30 09:06:00
"The JNLPAppletLauncher is a general-purpose, JNLP-based applet-launcher class for deploying applets that use extension libraries, such as Java 3D, JOGL, and JOAL, containing native code."

Have a look at Java 3D forum:

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Java Gaming Resources
by philfrei
2017-12-05 19:38:37

Java Gaming Resources
by philfrei
2017-12-05 19:37:39

Java Gaming Resources
by philfrei
2017-12-05 19:36:10

Java Gaming Resources
by philfrei
2017-12-05 19:33:10

List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
2017-03-02 08:44:05 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
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