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1  Java Game APIs & Engines / JInput / Online Chapter on using Multiple Mice on: 2012-08-29 09:27:56
Dear All,

I've just put a new chapter online describing how to use multiple mice with the help of JInput. One of the examples is a simple multitouch simulation.

You can find the chapter and code at:
  http://fivedots.coe.psu.ac.th/~ad/jg/nui09/

Comments are appreciated.

- Andrew
2  Java Game APIs & Engines / JOGL Development / Online Chapter: Stereo Viewing on: 2007-06-21 08:27:38
Dear All,

I've just added a new JOGL chapter to the Pro Java 6 3D Game Development website at http://fivedots.coe.psu.ac.th/~ad/jg2/ It's in the JOGL section as JOGL Chapter 4. Stereo Viewing.

The chapter is about viewing a 3D scene in stereo. There's no fancy hardware required, but the user has to use 'parallel' (side-by-side) or cross-eyed viewing to see the effect.

Comments are appreciated.

- Andrew
3  Java Game APIs & Engines / J2ME / JOGL-ES Ch. 3 Online: A Particle System on: 2007-05-28 08:56:00
Dear All,

I've just added a third chapter on JOGL-ES (JSR-239) to the Pro Java 6 3D Game Development website at http://fivedots.coe.psu.ac.th/~ad/jg2/. It's called "JOGL-ES Chapter 3. A Particle System".

This chapter's about how to build a particle system using point sprites.

Comments are appreciated.

- Andrew
4  Java Game APIs & Engines / JOGL Development / JOGL-ES Ch. 3 Online: A Particle System on: 2007-05-28 08:53:42
Dear All,

I've just added a third chapter on JOGL-ES (JSR-239) to the Pro Java 6 3D Game Development website at http://fivedots.coe.psu.ac.th/~ad/jg2/. It's called "JOGL-ES Chapter 3. A Particle System".

This chapter's about how to build a particle system using point sprites.

Comments are appreciated.

- Andrew
5  Java Game APIs & Engines / JInput / New Book on JInput on: 2007-04-30 04:50:42
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.
6  Java Game APIs & Engines / Java Sound & OpenAL / New Book on JOAL on: 2007-04-30 04:49:45
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.
7  Java Game APIs & Engines / JOGL Development / New Book on JOGL on: 2007-04-30 04:48:43
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.
8  Java Game APIs & Engines / Java 3D / New Book on Java 3D on: 2007-04-30 04:47:50

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.
9  Java Game APIs & Engines / JOGL Development / Re: JOGL-ES Ch. 2 Online: Loading OBJ Models on: 2007-04-30 04:30:50
eddiegene,

This technique should work in JOGL, but I've not tested it.

You might prefer to use my OBJ loader written for JOGL, which is the main topic of the third chapter on JOGL at my Pro Java 6 3D Game Development website, http://fivedots.coe.psu.ac.th/~ad/jg2/. It's chapter 17, Picking on the Models.

- Andrew
10  Java Game APIs & Engines / J2ME / JOGL-ES Ch 2 Online: Loading OBJ Models on: 2007-04-26 10:57:23
Dear All,

I've just added a second chapter on JOGL-ES (JSR-239) to the Pro Java 6 3D Game Development website at http://fivedots.coe.psu.ac.th/~ad/jg2/. It's called "JOGL-ES Chapter 2. Loading OBJ Models".

This chapter's about how to load OBJ models into a 3D scene. The trick is to translate the OBJ format into a series of arrays and variables which JOGL-ES can process.

Comments are appreciated.

- Andrew
11  Java Game APIs & Engines / JOGL Development / JOGL-ES Ch. 2 Online: Loading OBJ Models on: 2007-04-26 10:56:10
Dear All,

I've just added a second chapter on JOGL-ES (JSR-239) to the Pro Java 6 3D Game Development website at http://fivedots.coe.psu.ac.th/~ad/jg2/. It's called "JOGL-ES Chapter 2. Loading OBJ Models".

This chapter's about how to load OBJ models into a 3D scene. The trick is to translate the OBJ format into a series of arrays and variables which JOGL-ES can process.

Comments are appreciated.

- Andrew
12  Java Game APIs & Engines / Java 3D / Re: question about Tour3D(the source of the Andrew Davison 's book) on: 2007-04-23 07:19:45

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.





13  Java Game APIs & Engines / Java 3D / Re: question about Tour3D(the source of the Andrew Davison 's book) on: 2007-04-23 04:24:19
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
14  Java Game APIs & Engines / Java 3D / Accessing an OBJ file's Texture Filename on: 2007-04-18 12:03:09

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
15  Java Game APIs & Engines / JOGL Development / JOGL-ES (JSR-239) Chapter Online on: 2007-04-12 09:54:24
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
16  Java Game APIs & Engines / J2ME / JOGL-ES (JSR-239) Chapter Online on: 2007-04-12 09:40:44
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
17  Java Game APIs & Engines / JOGL Development / Overlay and Window Resizing on: 2007-02-07 08:43:51
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:
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  private void gameOverMessage()
  {
    Graphics2D g2d = endOverlay.createGraphics();
    if (endOverlay.contentsLost())
      System.out.println("Contents Lost");

    String msg = "Game Over. Your Score: " + score;
 
    // get message dimensions
   FontRenderContext frc = g2d.getFontRenderContext();
    GlyphVector gv = font.createGlyphVector(frc, msg);
    Rectangle msgBounds = gv.getPixelBounds(frc, 0, 0);

    // get (x,y) for centering the text on screen
   int x = (panelWidth - msgBounds.width)/2;  
    int y = (panelHeight + msgBounds.height)/2;

    // write the message in the center of the screen
   g2d.setColor(Color.WHITE);
    g2d.setFont(font);
    g2d.drawString(msg, x, y);

    endOverlay.sync(0, 0, panelWidth, panelHeight);

    endOverlay.drawAll();

    g2d.dispose();
  }  // end of gameOverMessage()


Any suggestions on what the problem may be?

- Andrew
18  Java Game APIs & Engines / JOGL Development / Re: New JOGL Chapter Online (OBJ models, picking, JOAL, fog) on: 2007-02-07 08:25:37
I've recoded the loader to flip the model's texture coordinates depending on the result of Texture.getImageTexCoords(). The examples sent to me by zebhed, and my own, now render correctly in JOGL 1.1.0 RC 2.
19  Java Game APIs & Engines / JOGL Development / Re: TextureIO Flipping Out?? on: 2007-02-06 07:48:39

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
20  Java Game APIs & Engines / JOGL Development / TextureIO Flipping Out?? on: 2007-02-06 04:50:28
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
21  Java Game APIs & Engines / JOGL Development / Re: New JOGL Chapter Online (OBJ models, picking, JOAL, fog) on: 2007-02-06 04:45:40
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
22  Java Game APIs & Engines / JOGL Development / Re: New JOGL Chapter Online (OBJ models, picking, JOAL, fog) on: 2007-02-05 03:20:00
zebhed,

If possible, can you send me one of your problem models, and perhaps a screenshot of how it should look. Then I'll do some testing of the code.

Please contact me directly, at ad@fivedots.coe.psu.ac.th.

- Andrew
23  Java Game APIs & Engines / Java Sound & OpenAL / Re: Online Chapter on JOAL on: 2007-01-30 03:04:28
Dear All,

I've updated chapter N13, mentioned at the start of this thread, to use JOAL 1.1.0.

- Andrew
24  Discussions / General Discussions / Re: Java on Playstation 3 on: 2007-01-11 02:47:08

An article about installing Gentoo Linux on the PS3:
http://ps3.qj.net/Gentoo-Linux-on-your-PS3-With-full-install-instructions-/pg/49/aid/78739
25  Discussions / General Discussions / Re: Java on Playstation 3 on: 2007-01-08 05:54:30

There's a very nice article at the IBM developers site on how to install Yellow Dog Linux on the PS3, and get started programming the Cell BE (http://www-128.ibm.com/developerworks/power/library/pa-linuxps3-1/). The coding is in C unfortunately Smiley.

26  Discussions / General Discussions / Re: Java on Playstation 3 on: 2007-01-06 04:59:26

I don't know about the speed issue.

There's a lengthy thread about linux speed at the ps3forums http://www.ps3forums.com/showthread.php?t=45261&highlight=linux+speed, which starts out with a posting that linux runs like its on a Pentium III, with no access to the RSX and only 256 MB RAM. This triggers a lot of counterclaims (as usual).

I'd like to see someone actually try using Java first, before deciding it's too slow to be worthwhile.
27  Discussions / General Discussions / Re: Java on Playstation 3 on: 2007-01-06 04:10:14
Oops, I forgot a bit of info.

At the IBM download site, the PPC version is J2SE5.0 SR3 for 64bit pSeries.
28  Discussions / General Discussions / Re: Java on Playstation 3 on: 2007-01-06 04:04:24

It looks like the way to get Java on the PS3 is via Linux and IBM.

Quite a few people seem to have got Yellow Dog Linux (YDL) working on the PS3. There's an article about it at:
http://ps3.qj.net/PS3-Linux-The-void-has-been-filled-Full-install-instructions-for-Fedora-Core-5-/pg/49/aid/73144

It's the Fedora Core 5 PPC image.

The next step, which no one seems to have done yet, is to install IBM's Java for the PPC (found at http://www-128.ibm.com/developerworks/java/jdk/linux/download.html
).

There's been several posts about trying it at the PS3Forums (http://www.ps3forums.com/), for example in the thread http://www.ps3forums.com/showthread.php?t=47492&highlight=java (you may need to register to read it).

- Andrew
29  Java Game APIs & Engines / JOGL Development / Re: New JOGL Chapter Online (OBJ models, picking, JOAL, fog) on: 2007-01-03 05:44:32

The second JOGL chapter explains how the camera position can be checked to see if the user is near something (in the example, it's a billboard on the floor), so it shoudn't be too hard to generalise that to volumes.

The picking in this chapter is unique to OpenGL, and a good way of implementing user interaction with the mouse.
30  Java Game APIs & Engines / JOGL Development / Re: New JOGL Chapter Online (OBJ models, picking, JOAL, fog) on: 2007-01-03 02:38:37
JOAL's included because it's fun to have 3D sound Smiley, and it shows that I can reuse the code I  wrote for adding 3D sound to my earlier Java 3D example.
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