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5
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Java Game APIs & Engines / JInput / New Book on JInput
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on: 2007-04-30 04:50:42
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Dear All, I'm very pleased to announce that my new gaming book, Pro Java 6 3D Game Development, has just been published by Apress. It concentrates on 3D gaming, with chapters on Java 3D, JOGL, JOAL, JInput, and several other APIs. You can find lots of details at my website, http://fivedots.coe.psu.ac.th/~ad/jg2/The site contains all the source code from the book, early drafts of the chapters, and some chapters that didn't make it into the hardcopy. I received a lot of help from people in these forums. I hope this book will be as helpful. Thanks, Andrew P.S. I apologize for cross-posting this to several forums.
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6
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Java Game APIs & Engines / Java Sound & OpenAL / New Book on JOAL
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on: 2007-04-30 04:49:45
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Dear All, I'm very pleased to announce that my new gaming book, Pro Java 6 3D Game Development, has just been published by Apress. It concentrates on 3D gaming, with chapters on Java 3D, JOGL, JOAL, JInput, and several other APIs. You can find lots of details at my website, http://fivedots.coe.psu.ac.th/~ad/jg2/The site contains all the source code from the book, early drafts of the chapters, and some chapters that didn't make it into the hardcopy. I received a lot of help from people in these forums. I hope this book will be as helpful. Thanks, Andrew P.S. I apologize for cross-posting this to several forums.
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7
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Java Game APIs & Engines / JOGL Development / New Book on JOGL
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on: 2007-04-30 04:48:43
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Dear All, I'm very pleased to announce that my new gaming book, Pro Java 6 3D Game Development, has just been published by Apress. It concentrates on 3D gaming, with chapters on Java 3D, JOGL, JOAL, JInput, and several other APIs. You can find lots of details at my website, http://fivedots.coe.psu.ac.th/~ad/jg2/The site contains all the source code from the book, early drafts of the chapters, and some chapters that didn't make it into the hardcopy. I received a lot of help from people in these forums. I hope this book will be as helpful. Thanks, Andrew P.S. I apologize for cross-posting this to several forums.
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8
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Java Game APIs & Engines / Java 3D / New Book on Java 3D
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on: 2007-04-30 04:47:50
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Dear All, I'm very pleased to announce that my new gaming book, Pro Java 6 3D Game Development, has just been published by Apress. It concentrates on 3D gaming, with chapters on Java 3D, JOGL, JOAL, JInput, and several other APIs. You can find lots of details at my website, http://fivedots.coe.psu.ac.th/~ad/jg2/The site contains all the source code from the book, early drafts of the chapters, and some chapters that didn't make it into the hardcopy. I received a lot of help from people in these forums. I hope this book will be as helpful. Thanks, Andrew P.S. I apologize for cross-posting this to several forums.
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12
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Java Game APIs & Engines / Java 3D / Re: question about Tour3D(the source of the Andrew Davison 's book)
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on: 2007-04-23 07:19:45
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You need to read the documentation for the two Bounding classes, and then you'll find out for yourself what the differences are between them.
"the method doesn't take effect" is not enough information for me to help you.
1. Try debugging the code yourself first.
2. If you still have problems, send me an e-mail *DIRECTLY*. The e-mail should contain debugging information.
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13
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Java Game APIs & Engines / Java 3D / Re: question about Tour3D(the source of the Andrew Davison 's book)
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on: 2007-04-23 04:24:19
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Dear jiyanliang, The best way to get help from a forum is to post a specific question, focussed on a single problem which you've already had a good look at yourself. Saying that something "doesn't work", and posting the entire class, is less likely to get a good response. For example, you should at least tell people what the error message is, whether the error occurs at run time or compile time, and narrow down the problem to a particular method. I suggest you have a look at "How To Ask Questions The Smart Way" by Eric Raymond at http://www.catb.org/~esr/faqs/smart-questions.html. For questions about my code, all of the above applies, and it's also a good idea to send questions to me directly at ad@fivedots.coe.psu.ac.th. I don't "prowl" these forums everyday. - Andrew
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14
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Java Game APIs & Engines / Java 3D / Accessing an OBJ file's Texture Filename
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on: 2007-04-18 12:03:09
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When ObjectFile is used to load an OBJ file, its MTL file, and a texture, there seems to be no way to access the texture's filename by examining the scenegraph that's created.
Other MTL settings, such as Ka, Kd, are accessible through Material, but not the map_Kd value.
I could parse the OBJ file and its MTL file myself, but the texture filename should really be in the scenegraph for easier access.
- Andrew
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15
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Java Game APIs & Engines / JOGL Development / JOGL-ES (JSR-239) Chapter Online
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on: 2007-04-12 09:54:24
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Dear All, I've just added a new chapter to the Pro Java 6 3D Game Development website at http://fivedots.coe.psu.ac.th/~ad/jg2/. It introduces the new Java binding for the OpenGL ES API (JSR-239), which I'm calling JOGL-ES. You'll find the chapter at the bottom of the page. It's called " JOGL-ES Chapter 1. Rotating Boxes". The chapter's about a small application that contains two rotating textured boxes moving over a textured floor. The user can move around the scene by translating and rotating the camera. Comments are appreciated. - Andrew
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16
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Java Game APIs & Engines / J2ME / JOGL-ES (JSR-239) Chapter Online
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on: 2007-04-12 09:40:44
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Dear All, I've just added a new chapter to the Pro Java 6 3D Game Development website at http://fivedots.coe.psu.ac.th/~ad/jg2/. It introduces the new Java binding for the OpenGL ES API (JSR-239), which I'm calling JOGL-ES. You'll find the chapter at the bottom of the page. It's called " JOGL-ES Chapter 1. Rotating Boxes". The chapter's about a small application that contains two rotating textured boxes moving over a textured floor. The user can move around the scene by translating and rotating the camera. Comments are appreciated. - Andrew
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17
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Java Game APIs & Engines / JOGL Development / Overlay and Window Resizing
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on: 2007-02-07 08:43:51
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Dear All, I've been recoding my overlay example to use JOGL's Overlay class. The overlay appears nicely at first (it's just a text message), but when I resize the window the overlay is drawn at random spots on screen, and even off screen. Here's the code: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
| private void gameOverMessage() { Graphics2D g2d = endOverlay.createGraphics(); if (endOverlay.contentsLost()) System.out.println("Contents Lost");
String msg = "Game Over. Your Score: " + score; FontRenderContext frc = g2d.getFontRenderContext(); GlyphVector gv = font.createGlyphVector(frc, msg); Rectangle msgBounds = gv.getPixelBounds(frc, 0, 0);
int x = (panelWidth - msgBounds.width)/2; int y = (panelHeight + msgBounds.height)/2;
g2d.setColor(Color.WHITE); g2d.setFont(font); g2d.drawString(msg, x, y);
endOverlay.sync(0, 0, panelWidth, panelHeight);
endOverlay.drawAll();
g2d.dispose(); } |
Any suggestions on what the problem may be? - Andrew
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Java Game APIs & Engines / JOGL Development / Re: TextureIO Flipping Out??
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on: 2007-02-06 07:48:39
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My loader reads the texture coordinates from an OBJ file, which was generated by a graphics app. Those coordinates are specified as if the image isn't flipped.
What I'm concerned about is why things use to work in my loader, but now don't. It seems like the texture image I'm using wasn't flipped in the December version of JOGL, but now is. That's a backward compatibility issue that could affect lots of people (?).
Also, I thought that flipping was an optional feature. For example, it's exposed in some of the TextureData() constructors. Couldn't that be made visible via TextureIO as well?
- Andrew
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20
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Java Game APIs & Engines / JOGL Development / TextureIO Flipping Out??
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on: 2007-02-06 04:50:28
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I've just been testing my OBJ file loader with JSR-231 RC 2, and the texturing started going 'wrong'.
It seems that the latest version of TextureIO is flipping the loaded images around their y-axis, which is messing up my rendering code. This didn't happen back in the December version of JOGL.
I'm not sure if this is a 'problem', but it's certainly an inconvenience. Would it be possible to expose a 'doFlip' flag in TextureIO's newTexture() methods to turn the flipping on/off?
- Andrew
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21
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Java Game APIs & Engines / JOGL Development / Re: New JOGL Chapter Online (OBJ models, picking, JOAL, fog)
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on: 2007-02-06 04:45:40
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Martin,
I tested your models using Java SE 6 and JSR-231 1.1.0 RC 2,and got the same problem. In fact, it also started happening to my penguin example as well.
The problem seems to lie in JOGL's TextureIO class. It's flipping the loaded image around the y-axis.
The simplest solution right now is to use a graphics program to flip the image around the y-axis, and supply that as the image used by the MTL file.
I tried this for your gorilla and house images, and the models are textured correctly.
I'll open a new thread about this problem.
I could hack together some code for reversing the flipping, but it seems better to fix TextureIO.
- Andrew
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Add your game by posting it in the WIP section,
or publish it in Showcase.
The first screenshot will be displayed as a thumbnail.
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