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1  Discussions / General Discussions / 123d creature on: 2013-02-19 10:54:44
I came accross 123D Creature a few days ago. Sadly I don't have an IPad to test it out. But I was wondering if there is a software like this one or like the spore editor than allows to create 3d creature "easily" that can be export to an usable format (like collada, something with the skeleton) ?
2  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [LWJGL] VBO and glDrawRangeElements on: 2013-02-11 17:38:41
Darmn...
min = min of the whole indexes != min of the model indexes...
max = max of the whole indexes != max of the model indexes...

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GL12.glDrawRangeElements(GL11.GL_TRIANGLES ,
                                      0,
                                      nbTotalVertex-1,
                                      ref.size,
                                      GL11.GL_UNSIGNED_SHORT,
                                      ref.start * 2) // * 2 since it is GL_UNSIGNED_SHORT


It work better now Cheesy thanks
3  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [LWJGL] VBO and glDrawRangeElements on: 2013-02-11 11:30:09
Thanks for the reply.

The problem with GL12.glDrawRangeElements(mode, start, end, index-buffer) is that it send the index buffer each time you call it. While GL12.glDrawRangeElements(int mode, int start, int end, int indices_count, int type, long indices_buffer_offset), the index buffer is send only once (at the loading of the models).

4  Java Game APIs & Engines / Engines, Libraries and Tools / [LWJGL] VBO and glDrawRangeElements (SOLVED) on: 2013-02-11 09:08:39
Hi,

I have a bit difficulty to use glDrawRangeElements with VBO in LWJGL so I want to double check the use of :

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GL12.glDrawRangeElements(int mode, int start, int end, int indices_count, int type, long indices_buffer_offset)


I have created a VBO with several 3d model in it. I have checked the data that I parse to the GPU and they seems to be correct. When I draw the 1srt object, I have no problem. But when I want to draw the others, it is messed up. I think I have miss understand the meaning of the parameters of glDrawRangeElements :

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ref.start = number of the first index
ref.size = number of index need to draw the model
GL12.glDrawRangeElements(GL11.GL_TRIANGLES ,
                                      ref.start,
                                      ref.start+ref.size,
                                      ref.size,
                                      GL11.GL_SHORT,
                                      0)
5  Game Development / Newbie & Debugging Questions / Re: compress and read images (4K) on: 2012-11-12 09:22:38
Normally data is embedded as an encoded string, however this year (using java 7) you might be able to use an embedded byte array of byte literals.

I'm used to store everything in a string (be carefull of the encoding process of UTF-8, ...). In fact, I use 1 big string to store graphics, maps and music. Same thing for variables, 1 big int array and 1 big double array to store every things.

Moogie can you develop a little more about Java 7 and the new possibilities to store data ?
6  Java Game APIs & Engines / JInput / Re: Rescan controllers on: 2012-02-27 08:55:26
It should nice  Grin Thanks.
7  Java Game APIs & Engines / JInput / Re: Button 32 ! on: 2012-02-27 08:54:24
I didn't verify IDs. In Windows control panel, the button are from 1 to 32. And when I get name of the component with JInput, it is the same too. I don't have the hardware right now do I can't say.

Buttons grow really quickly. 4 ways joystick + 6 buttons + Star/Select/Coin x 2 players + Option/Service/Snapshot/Exit = 30 buttons  Grin.
Since I have 2 ports available, I can do a quick hardware change. I just want to verify if there was something wrong.
8  Java Game APIs & Engines / JInput / Button 32 ! on: 2012-02-25 14:19:40
I'm doing a frontend for an arcade cabinet.
The cabinet is base on a Windows XP PC and a GP Wiz-40 (A nice piece of hardware that manage all the buttons).
The frontend is made with Java2D/JInput.

Everything works well but one button, the button 32. I'm pretty sure that is a limitation of JInput and that I'm the first one that have to mush buttons for JInput to Handle  Grin.
9  Java Game APIs & Engines / JInput / Re: Rescan controllers on: 2012-02-25 14:12:24
I'm interresting in rescan controllers too. I just have bumped into this problem  Wink
I'm doing a frontend for a acarde cabinet. So it start without keyboard or mouse, and time to time, they need to be connected/disconnected.
10  Game Development / Newbie & Debugging Questions / Re: Java Text RPG on: 2012-02-24 09:18:35
A suggestion would also be to use some sort of Enum to describe the various exit types. Not that it'll save you anything, but it'll make things a wee-bit better. xD
If your gonna do this, just use final integer variables. No need for an Enum.

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public static final int NORTH = 1, EAST = 2, SOUTH = 3, WEST = 4; // etc...

An enum is certainly heavier weight but I would argue it's a better idea as it's easier to maintain. Limes and lemons, though. Tongue

If you use integer, use a mask then.
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public static final int NORTH=1, EAST=2, SOUTH=4, WEST=8; // etc...

public boolean containsExit(int exit)
{
    return ((roomExits&exit)!=0);
}

All depend on how data are organised.
11  Game Development / Newbie & Debugging Questions / Re: [SOLVED] Quaternion - Vector multiplication? on: 2012-01-16 08:59:46
I only use quaternion to interpolate rotation. When I have I have compute all rotations, I transform quaternions to matrices. Then I only use matrix. I have never use quaternion with vector directly.
12  Java Game APIs & Engines / OpenGL Development / Re: Skeletal animation on: 2012-01-10 09:21:58
Has I understand skeletal animation :
- To each bone, a matrix is associted. This matrix is composed of a translation (position of the root of this bone in the parent local location) and a rotation (from a quaternion to interpolate). Ali = Ati * Ari
- To each vertices, several matrices can be associated with a ratio ( rji, the most basic skeletal animation is done with a vertex associeted with only one matrix with a ratio of 1). Most vertices with have a ratio on 1 for one matrix and 0 for the other but vertices near joins.
- The position of the vertice is the position when all rotation are in the initial position.

So before calling the shader, you have to compute all the matrix by composing the child matrix with the parent matrix. For exemple Al1 is the local matrix for the body, Al2 local matrix for the pelvis, Al3 the left upper leg, Al4 the the left lower leg. Then the global matrix for the lower leg is :
Ag4 =  Ap1 * Ap2 * Ap3 * Al4

At initialisation you have to compute, the inverse of the matrices on each bones at the initial position :
Ag4'-1 = (Ap'1 * Ap'2 * Ap'3 * Al'4)-1

So for the local position of the vertex before rotation is : Agi'-1 * Pj
Then you get the global position of the vertex after rotation : Agi * Agi'-1 * Pj

Then in the shader for the vertex j :
Pgj = sum(i=0 to n , rij * Agi * Agi-1 * Pj) / sum (i=0 to n, rij)

In pratice :
- Agi * Agi-1 is compute before the shader
- the ration are done to have sum (i=0 to n, rij) = 1
- you limite the number of matrices associeted to a vertex (i don't think that more than 4 matrices is that usefull).


13  Discussions / Miscellaneous Topics / Re: Guuulp!? on: 2012-01-09 14:04:20
Has anyone else had the chance to try out my game? Id be really interested to hear what you have to say, good or bad, any and all input is good...
Thanks

Put a post in showcase with a screenshot and a link. You may get more feedback then  Wink
14  Games Center / 4K Game Competition - 2012 / Re: Bubo 4k on: 2011-12-16 09:06:43
I don't see the point of this game too  Huh
I confirm the problem with the game. The white ball move but when I continusly scroll down/up, the yellow/blue ball grow far quickly. On level2, the movement of some white ball was not stable too.
15  Game Development / Newbie & Debugging Questions / Re: Drawing Polygons and Ellipses using LWJGL on: 2011-12-08 08:56:34
OpenGL doesn't any primitive drawing other than point, line, filled triangle and filled quad. (I would say stick with triangle and avoid quad).
For any other shape, you have decompose it :
- line polygon = several lines (easy)
- filled polygon = several triangles (tesselation, see org.lwjgl.util.glu I have never used it but I use my own code for this)
- filled arc and circle can be done with triangles and shader

May be you should take a look to slick2d. It is library over lwjgl that implements a lot of 2d stuff.
16  Discussions / General Discussions / Re: New people, please comments! on: 2011-12-06 14:28:07
Well 'L' is used commonly for non japanese char: Lelouch, Light, Luffy, Alucard, Leana etc.

'L' and 'R' doesn't exist in japanese. It is a phoneme between the two. Depending of your language, you will put a 'L' or a 'R'. For exemple, in french and english, 'Lina Inverse' and in italian 'Rina Inverse' (really disturbing when you come accross it the first time  Grin)
17  Games Center / 4K Game Competition - 2012 / Re: Dawn on: 2011-12-06 08:47:53
Please not WASD control, it is a pain on AZERTY keyboard  Grin.
Good luck on your 4k entry.
18  Games Center / Archived Projects / Re: State of Profit on: 2011-12-05 15:52:19
ARBVertexBufferObject and ARBBufferObject go hand in hand Smiley

Your driver returns that GLContext.getCapabilities().GL_ARB_vertex_buffer_object isn't supported so I doubt it works in other applications in  the same environment. Did you maybe run it in safe mode or over remote desktop connection or something?

If it works using another application then my only conclusion is a bug in lwjgl where it takes the wrong driver, but I doubt it (sorry for doubting you instead!)

Mike

I use LWGL (2.7.1) but it is true that I don't check the capability before using ARBVertexBufferObject. I should write a quick run test. Nothing special in my environnement (basic Window XP in a user session).

Edit :
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VBO : true
VBO Creating : 1
VBO : true
VBO Creating : 2
VBO : true
VBO Creating : 3
VBO : true
VBO Creating : 4
VBO : true
VBO Creating : 5
VBO : true
VBO Creating : 6
VBO : true
VBO Creating : 7
VBO : true
VBO Creating : 8
VBO : true
VBO Creating : 9
VBO : true
VBO Creating : 10
FBO : Creating texture 2048,1024


With :
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   System.out.println("VBO : "+GLContext.getCapabilities().GL_ARB_vertex_buffer_object);

   Utils.id.rewind();
   ARBVertexBufferObject.glGenBuffersARB(Utils.id);
   id = Utils.id.get(0);
   
   System.out.println("VBO Creating : "+id);


It does display my sprites properly.
The only difference is that I use an application and not an applet.
19  Java Game APIs & Engines / OpenGL Development / Re: Isolating Channels on: 2011-12-05 15:45:59
I don't really know what you want to do but there is glColorMask().
Even so, the best way may be shader.
20  Games Center / Archived Projects / Re: State of Profit on: 2011-12-05 14:11:56
You might want to install some graphics card drivers on there as it currently is using the windows drivers (yuck!). The game requires VBO's to work which isn't supported by the drivers.

I might look into legacy drawing if VBO's aren't present but I won't prioritize that for quite some time.

Thanks for testing it bonbon Smiley Tonight (?) an update is coming out which will fix most issues with vehicles on bigger accounts Smiley

Mike

I DO make VBO and FBO works with this driver. I use ARBVertexBufferObject and not ARBBufferObject though.
21  Games Center / Archived Projects / Re: State of Profit on: 2011-12-05 08:45:46
With the lastest update and the IntelCard :
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High quality: false
OpenGL renderer: GDI Generic
OpenGL vendor: Microsoft Corporation
OpenGL version: 1.1.0
VBO extension: false
java.lang.IllegalStateException: Function is not supported
   at org.lwjgl.BufferChecks.checkFunctionAddress(BufferChecks.java:58)
   at org.lwjgl.opengl.ARBBufferObject.glGenBuffersARB(ARBBufferObject.java:69)
   at com.stateofprofit.client.o.f.Z(VBOHandler.java:101)
   at com.stateofprofit.client.o.f.bA(VBOHandler.java:131)
   at com.stateofprofit.client.o.d.loop(OpenGL.java:190)
   at com.stateofprofit.client.o.d.execute(OpenGL.java:1309)
   at com.stateofprofit.client.Main$b.run(Main.java:542)
java.lang.IllegalStateException: Function is not supported
   at org.lwjgl.BufferChecks.checkFunctionAddress(BufferChecks.java:58)
   at org.lwjgl.opengl.ARBBufferObject.glGenBuffersARB(ARBBufferObject.java:69)
   at com.stateofprofit.client.o.f.Z(VBOHandler.java:101)
   at com.stateofprofit.client.o.f.bA(VBOHandler.java:131)
   at com.stateofprofit.client.o.d.loop(OpenGL.java:190)
   at com.stateofprofit.client.o.d.execute(OpenGL.java:1309)
   at com.stateofprofit.client.Main$b.run(Main.java:542)
java.lang.IllegalStateException: Function is not supported
   at org.lwjgl.BufferChecks.checkFunctionAddress(BufferChecks.java:58)
   at org.lwjgl.opengl.ARBBufferObject.glGenBuffersARB(ARBBufferObject.java:69)
   at com.stateofprofit.client.o.f.Z(VBOHandler.java:101)
   at com.stateofprofit.client.o.f.bA(VBOHandler.java:131)
   at com.stateofprofit.client.o.d.loop(OpenGL.java:190)
   at com.stateofprofit.client.o.d.execute(OpenGL.java:1309)
   at com.stateofprofit.client.Main$b.run(Main.java:542)
...
22  Games Center / 4K Game Competition - 2012 / Re: Indiespot compression not working on: 2011-12-02 10:27:37
www.indiespot.net server seems to be down.
23  Games Center / 4K Game Competition - 2012 / Re: 4k Code Optimization Tips list on: 2011-11-30 10:54:06
My problem was that I don't know how to organize my code without class.

For a 4k game, you want to avoid using the OO way of insulating data with code, and trim down the problem to just the data.  In your example, you can simulate a double array (int[][]) by having a fixed amount of data stored per unit (UNIT_DATA_SIZE), and indexing the data per unit:
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private static final int MAX_UNIT_COUNT = 30;
private static final int UNIT_DATA_SIZE = 5;
private static final int UNIT_POS_X_INDEX = 0;
private static final int UNIT_POS_Y_INDEX = 1;
private static final int UNIT_VEL_X_INDEX = 2;
private static final int UNIT_VEL_Y_INDEX = 3;
private static final int UNIT_HEALTH_INDEX = 4;

...
int[] units = new int[MAX_UNIT_COUNT * UNIT_DATA_SIZE];

int unit = 3;
int unitx = units[unit * UNIT_DATA_SIZE + UNIT_POS_X_INDEX];
int unity = units[unit * UNIT_DATA_SIZE + UNIT_POS_Y_INDEX];

and so on.  Further optimizations can be made by changing the referencing of the array index by using shifts (change UNIT_DATA_SIZE to UNIT_DATA_SIZE_SHL, and have "(unit << UNIT_DATA_SIZE_SHL)" ).  It's a bit inefficient for memory usage, but makes smaller bytecode.

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private static final int MAX_UNIT_COUNT = 30;
private static final int UNIT_DATA_SIZE = 5;
private static final int UNIT_POS_X_INDEX  = 0*MAX_UNIT_COUNT;
private static final int UNIT_POS_Y_INDEX  = 1*MAX_UNIT_COUNT;
private static final int UNIT_VEL_X_INDEX  = 2*MAX_UNIT_COUNT;
private static final int UNIT_VEL_Y_INDEX  = 3*MAX_UNIT_COUNT;
private static final int UNIT_HEALTH_INDEX = 4*MAX_UNIT_COUNT;

...
int[] units = new int[MAX_UNIT_COUNT * UNIT_DATA_SIZE];

int unit = 3;
int unitx = units[unit + UNIT_POS_X_INDEX];
int unity = units[unit + UNIT_POS_Y_INDEX];


It's better this way, no ?

Nevertheless, i have compact every tables in 2 table (one of ints and one of doubles). I set table to the same size and same steps (better compression).
Result : 4 131 --> 4 028  Grin I'm happy

24  Games Center / 4K Game Competition - 2012 / Re: Indiespot compression not working on: 2011-11-29 19:34:01
For Proguard, it is the basic config file... it do it itself  Wink
25  Games Center / 4K Game Competition - 2012 / Re: Indiespot compression not working on: 2011-11-29 17:53:49
Gniiii. I really doesn't manage to get something as good as yours  Grin.

Can you give us the detail of the processing of your shrinker ?

There is the steps of mine :
1/ remove manifest (if  present)
2/ Proguard (I don't really know what to put in options) :
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-injars dist\k2012.jar
-outjars dist\k2012_.jar

-libraryjars 'C:\Program Files\Java\jre6\lib\rt.jar'

-dontskipnonpubliclibraryclassmembers
-target 1.4
-forceprocessing
-optimizationpasses 9
-allowaccessmodification
-mergeinterfacesaggressively
-overloadaggressively
-dontusemixedcaseclassnames
-verbose


# Keep - Applets. Keep all extensions of java.applet.Applet.
-keep public class * extends java.applet.Applet

# Keep names - Native method names. Keep all native class/method names.
-keepclasseswithmembers,allowshrinking class * {
    native <methods>;
}

# Remove - System method calls. Remove all invocations of System
# methods without side effects whose return values are not used.
-assumenosideeffects public class java.lang.System {
    public static long currentTimeMillis();
    static java.lang.Class getCallerClass();
    public static int identityHashCode(java.lang.Object);
    public static java.lang.SecurityManager getSecurityManager();
    public static java.util.Properties getProperties();
    public static java.lang.String getProperty(java.lang.String);
    public static java.lang.String getenv(java.lang.String);
    public static java.lang.String mapLibraryName(java.lang.String);
    public static java.lang.String getProperty(java.lang.String,java.lang.String);
}

# Remove - Math method calls. Remove all invocations of Math
# methods without side effects whose return values are not used.
-assumenosideeffects public class java.lang.Math {
    public static double sin(double);
    public static double cos(double);
    public static double tan(double);
    public static double asin(double);
    public static double acos(double);
    public static double atan(double);
    public static double toRadians(double);
    public static double toDegrees(double);
    public static double exp(double);
    public static double log(double);
    public static double log10(double);
    public static double sqrt(double);
    public static double cbrt(double);
    public static double IEEEremainder(double,double);
    public static double ceil(double);
    public static double floor(double);
    public static double rint(double);
    public static double atan2(double,double);
    public static double pow(double,double);
    public static int round(float);
    public static long round(double);
    public static double random();
    public static int abs(int);
    public static long abs(long);
    public static float abs(float);
    public static double abs(double);
    public static int max(int,int);
    public static long max(long,long);
    public static float max(float,float);
    public static double max(double,double);
    public static int min(int,int);
    public static long min(long,long);
    public static float min(float,float);
    public static double min(double,double);
    public static double ulp(double);
    public static float ulp(float);
    public static double signum(double);
    public static float signum(float);
    public static double sinh(double);
    public static double cosh(double);
    public static double tanh(double);
    public static double hypot(double,double);
    public static double expm1(double);
    public static double log1p(double);
}

# Remove - Number method calls. Remove all invocations of Number
# methods without side effects whose return values are not used.
-assumenosideeffects public class java.lang.* extends java.lang.Number {
    public static java.lang.String toString(byte);
    public static java.lang.Byte valueOf(byte);
    public static byte parseByte(java.lang.String);
    public static byte parseByte(java.lang.String,int);
    public static java.lang.Byte valueOf(java.lang.String,int);
    public static java.lang.Byte valueOf(java.lang.String);
    public static java.lang.Byte decode(java.lang.String);
    public int compareTo(java.lang.Byte);
    public static java.lang.String toString(short);
    public static short parseShort(java.lang.String);
    public static short parseShort(java.lang.String,int);
    public static java.lang.Short valueOf(java.lang.String,int);
    public static java.lang.Short valueOf(java.lang.String);
    public static java.lang.Short valueOf(short);
    public static java.lang.Short decode(java.lang.String);
    public static short reverseBytes(short);
    public int compareTo(java.lang.Short);
    public static java.lang.String toString(int,int);
    public static java.lang.String toHexString(int);
    public static java.lang.String toOctalString(int);
    public static java.lang.String toBinaryString(int);
    public static java.lang.String toString(int);
    public static int parseInt(java.lang.String,int);
    public static int parseInt(java.lang.String);
    public static java.lang.Integer valueOf(java.lang.String,int);
    public static java.lang.Integer valueOf(java.lang.String);
    public static java.lang.Integer valueOf(int);
    public static java.lang.Integer getInteger(java.lang.String);
    public static java.lang.Integer getInteger(java.lang.String,int);
    public static java.lang.Integer getInteger(java.lang.String,java.lang.Integer);
    public static java.lang.Integer decode(java.lang.String);
    public static int highestOneBit(int);
    public static int lowestOneBit(int);
    public static int numberOfLeadingZeros(int);
    public static int numberOfTrailingZeros(int);
    public static int bitCount(int);
    public static int rotateLeft(int,int);
    public static int rotateRight(int,int);
    public static int reverse(int);
    public static int signum(int);
    public static int reverseBytes(int);
    public int compareTo(java.lang.Integer);
    public static java.lang.String toString(long,int);
    public static java.lang.String toHexString(long);
    public static java.lang.String toOctalString(long);
    public static java.lang.String toBinaryString(long);
    public static java.lang.String toString(long);
    public static long parseLong(java.lang.String,int);
    public static long parseLong(java.lang.String);
    public static java.lang.Long valueOf(java.lang.String,int);
    public static java.lang.Long valueOf(java.lang.String);
    public static java.lang.Long valueOf(long);
    public static java.lang.Long decode(java.lang.String);
    public static java.lang.Long getLong(java.lang.String);
    public static java.lang.Long getLong(java.lang.String,long);
    public static java.lang.Long getLong(java.lang.String,java.lang.Long);
    public static long highestOneBit(long);
    public static long lowestOneBit(long);
    public static int numberOfLeadingZeros(long);
    public static int numberOfTrailingZeros(long);
    public static int bitCount(long);
    public static long rotateLeft(long,int);
    public static long rotateRight(long,int);
    public static long reverse(long);
    public static int signum(long);
    public static long reverseBytes(long);
    public int compareTo(java.lang.Long);
    public static java.lang.String toString(float);
    public static java.lang.String toHexString(float);
    public static java.lang.Float valueOf(java.lang.String);
    public static java.lang.Float valueOf(float);
    public static float parseFloat(java.lang.String);
    public static boolean isNaN(float);
    public static boolean isInfinite(float);
    public static int floatToIntBits(float);
    public static int floatToRawIntBits(float);
    public static float intBitsToFloat(int);
    public static int compare(float,float);
    public boolean isNaN();
    public boolean isInfinite();
    public int compareTo(java.lang.Float);
    public static java.lang.String toString(double);
    public static java.lang.String toHexString(double);
    public static java.lang.Double valueOf(java.lang.String);
    public static java.lang.Double valueOf(double);
    public static double parseDouble(java.lang.String);
    public static boolean isNaN(double);
    public static boolean isInfinite(double);
    public static long doubleToLongBits(double);
    public static long doubleToRawLongBits(double);
    public static double longBitsToDouble(long);
    public static int compare(double,double);
    public boolean isNaN();
    public boolean isInfinite();
    public int compareTo(java.lang.Double);
    public <init>(byte);
    public <init>(short);
    public <init>(int);
    public <init>(long);
    public <init>(float);
    public <init>(double);
    public <init>(java.lang.String);
    public byte byteValue();
    public short shortValue();
    public int intValue();
    public long longValue();
    public float floatValue();
    public double doubleValue();
    public int compareTo(java.lang.Object);
    public boolean equals(java.lang.Object);
    public int hashCode();
    public java.lang.String toString();
}

# Remove - String method calls. Remove all invocations of String
# methods without side effects whose return values are not used.
-assumenosideeffects public class java.lang.String {
    public <init>();
    public <init>(byte[]);
    public <init>(byte[],int);
    public <init>(byte[],int,int);
    public <init>(byte[],int,int,int);
    public <init>(byte[],int,int,java.lang.String);
    public <init>(byte[],java.lang.String);
    public <init>(char[]);
    public <init>(char[],int,int);
    public <init>(java.lang.String);
    public <init>(java.lang.StringBuffer);
    public static java.lang.String copyValueOf(char[]);
    public static java.lang.String copyValueOf(char[],int,int);
    public static java.lang.String valueOf(boolean);
    public static java.lang.String valueOf(char);
    public static java.lang.String valueOf(char[]);
    public static java.lang.String valueOf(char[],int,int);
    public static java.lang.String valueOf(double);
    public static java.lang.String valueOf(float);
    public static java.lang.String valueOf(int);
    public static java.lang.String valueOf(java.lang.Object);
    public static java.lang.String valueOf(long);
    public boolean contentEquals(java.lang.StringBuffer);
    public boolean endsWith(java.lang.String);
    public boolean equalsIgnoreCase(java.lang.String);
    public boolean equals(java.lang.Object);
    public boolean matches(java.lang.String);
    public boolean regionMatches(boolean,int,java.lang.String,int,int);
    public boolean regionMatches(int,java.lang.String,int,int);
    public boolean startsWith(java.lang.String);
    public boolean startsWith(java.lang.String,int);
    public byte[] getBytes();
    public byte[] getBytes(java.lang.String);
    public char charAt(int);
    public char[] toCharArray();
    public int compareToIgnoreCase(java.lang.String);
    public int compareTo(java.lang.Object);
    public int compareTo(java.lang.String);
    public int hashCode();
    public int indexOf(int);
    public int indexOf(int,int);
    public int indexOf(java.lang.String);
    public int indexOf(java.lang.String,int);
    public int lastIndexOf(int);
    public int lastIndexOf(int,int);
    public int lastIndexOf(java.lang.String);
    public int lastIndexOf(java.lang.String,int);
    public int length();
    public java.lang.CharSequence subSequence(int,int);
    public java.lang.String concat(java.lang.String);
    public java.lang.String replaceAll(java.lang.String,java.lang.String);
    public java.lang.String replace(char,char);
    public java.lang.String replaceFirst(java.lang.String,java.lang.String);
    public java.lang.String[] split(java.lang.String);
    public java.lang.String[] split(java.lang.String,int);
    public java.lang.String substring(int);
    public java.lang.String substring(int,int);
    public java.lang.String toLowerCase();
    public java.lang.String toLowerCase(java.util.Locale);
    public java.lang.String toString();
    public java.lang.String toUpperCase();
    public java.lang.String toUpperCase(java.util.Locale);
    public java.lang.String trim();
}

# Remove - StringBuffer method calls. Remove all invocations of StringBuffer
# methods without side effects whose return values are not used.
-assumenosideeffects public class java.lang.StringBuffer {
    public <init>();
    public <init>(int);
    public <init>(java.lang.String);
    public <init>(java.lang.CharSequence);
    public java.lang.String toString();
    public char charAt(int);
    public int capacity();
    public int codePointAt(int);
    public int codePointBefore(int);
    public int indexOf(java.lang.String,int);
    public int lastIndexOf(java.lang.String);
    public int lastIndexOf(java.lang.String,int);
    public int length();
    public java.lang.String substring(int);
    public java.lang.String substring(int,int);
}

# Remove - StringBuilder method calls. Remove all invocations of StringBuilder
# methods without side effects whose return values are not used.
-assumenosideeffects public class java.lang.StringBuilder {
    public <init>();
    public <init>(int);
    public <init>(java.lang.String);
    public <init>(java.lang.CharSequence);
    public java.lang.String toString();
    public char charAt(int);
    public int capacity();
    public int codePointAt(int);
    public int codePointBefore(int);
    public int indexOf(java.lang.String,int);
    public int lastIndexOf(java.lang.String);
    public int lastIndexOf(java.lang.String,int);
    public int length();
    public java.lang.String substring(int);
    public java.lang.String substring(int,int);
}

# Remove debugging - Throwable_printStackTrace calls. Remove all invocations of
# Throwable.printStackTrace().
-assumenosideeffects public class java.lang.Throwable {
    public void printStackTrace();
}

# Remove debugging - Thread_dumpStack calls. Remove all invocations of
# Thread.dumpStack().
-assumenosideeffects public class java.lang.Thread {
    public static void dumpStack();
}

# Remove debugging - All logging API calls. Remove all invocations of the
# logging API whose return values are not used.
-assumenosideeffects public class java.util.logging.* {
    <methods>;
}

# Remove debugging - All Log4j API calls. Remove all invocations of the
# Log4j API whose return values are not used.
-assumenosideeffects public class org.apache.log4j.** {
    <methods>;
}


3/ pack200 --effort=9 --strip-debug --no-keep-file-order -O --no-gzip
4/ 7z a -tgzip -mx=9

Beside proguard, I don't really see where I can improve my script  Undecided
26  Games Center / 4K Game Competition - 2012 / Re: Indiespot compression not working on: 2011-11-29 09:00:30
It has worked 2 times yesterday for me.
What bug me the most is the fact that you are using the same tools as me (pack2000, 7zip, proguard) and you manage to get a smaller code that me  Angry

Your webservice is nice but if I could do the same with my script/ant, it would be better (to finish my game with 5 bytes to remove, I will hammer your server  Sad)
27  Games Center / 4K Game Competition - 2012 / Re: Java4k Resources on: 2011-11-18 22:07:44
The Ubiquitous Compile -n- Shrink HTTP Service doesn't work for me.
It stops while processing the code.
28  Discussions / General Discussions / Re: What is good/bad about Skyrim? on: 2011-11-17 09:17:09
For me and the PC version :
+ there is some improvement for the graphics (it don't mush for the environment, but it is far better for people)
+ PERK
- UI... UI is just horrible. It was taken for the XBox and mess up it. On time you have to use the mouse, another keys. You have to use arrow key while you should use "ASDW". Lot of thing that is unintuitive for me.
- Dungeon design... even worst than Oblivion for the one I have finished : linear and uninterresting.
- caract system. Everything is remove beside MP/HP/Stamina.
- the story... I can't help. I don't like the fact that the main character is a choosen one with divine power.
- health regeneration. I just have to wait a bit to get back my health full.
29  Games Center / Archived Projects / Re: State of Profit on: 2011-11-15 08:54:06
Ok no more error with the shader. But depending on the position on the map, ground is green or red. Seems like there is something that my Intel don't like with your texture binding.
30  Games Center / Archived Projects / Re: State of Profit on: 2011-11-14 14:13:30
Just tested on the intel card : it was all black with red trees... I don't know if it was intended with the night/day.

I will take a look again later.

Later  Wink :
1  
2  
3  
4  
5  
6  
7  
High quality: true
OpenGL renderer: Intel Eaglelake
OpenGL vendor: Intel
OpenGL version: 2.0.0 - Build 7.15.10.4977
VBO extension: true
3 - ERROR: 0:32: '/' :  wrong operand types  no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:34: '/' :  wrong operand types  no operation '/' exists that takes a left-hand operand of type 'float' and a right operand of type 'const int' (or there is no acceptable conversion)


Bad boy !!! You should use float / float !!! Booo, Intel card doesn't know how to divide a float by an int !
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