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61  Java Game APIs & Engines / Java 3D / Re: New Chapter Using the P5 Glove on: 2005-12-28 01:40:25
The last sentence is:
"Unfortunately, the P5 glove's novel input features (e.g. its (x,y,z) position, pitch, yaw, roll, finger bends, LEDs, and buttons) are not available to JInput."

I can see your point, but I meant that, with the current JInput installation, the P5 glove cannot be fully 'seen'.

The steps required to write a plug-in would make for an interesting article. Is that information available anywhere? I might try to do it myself if I knew where to start.

- Andrew
62  Java Game APIs & Engines / Java 3D / New Chapter Using the P5 Glove on: 2005-12-26 07:58:30
Dear All,

I've just put a new chapter online at the Killer Game Programming in Java website. It's about using the P5 Virtual Reality Glove as an input device. I use it to drive a first-person shooter around a scene and shoot a gun, without touching the keyboard!

It's chapter 28.10 near the bottom of the page at

Comments are appreciated.

- Andrew
63  Java Game APIs & Engines / JInput / Re: JInput Chapter Online on: 2005-12-07 02:30:27

Thanks for the constructive comments. I've revised the chapter to address all your points.

When a new 'official' version of JInput is put up at, I'd be happy to rerun my examples, and update the chapter again.

Of course you can link to the article. Could you please link to the Web page (, rather than just the PDF, and then readers will see the examples zip file and the Portfolio loader.

- Andrew
64  Java Game APIs & Engines / JInput / JInput Chapter Online on: 2005-12-06 07:47:05
Dear All,

I've added a chapter on programming with JInput to the Killer Game Programming in Java web site at

It's chapter 28.9 near the bottom of the page.

Comments are appreciated.

- Andrew
65  Java Game APIs & Engines / JInput / Re: Latest Jinput on: 2005-11-30 08:46:06
Thanks for the directions to the latest files. It's clear then that user's wanting a 'stable' version of JInput should go the "Documents and Files" menu item at

As regards the identifier, I'm using it to distinguish buttons from the axes on my game pad. In that case, "button" is more informative than "Unknown".

- Andrew
66  Java Game APIs & Engines / JInput / Re: Latest Jinput on: 2005-11-30 04:38:27
I can't find any links at to; where are they?

How is a newbie JInput programmer (i.e. me Smiley) meant to find the posts about the class name changes?

I fixed the "Unknown" problem by getting the identifier's class name and extracting the last part. So Component.Identifier.Axis, Component.Identifier.Button, and Component.Identifier.Key return "axis", "button", and "key". Here's a code fragment:
   String fullClassName = cmp.getIdentifier().getClass().getName();
    int index = fullClassName.indexOf("Identifier$");
    if (index == -1)    // the class name isn't useful
      return "Unknown";
      return fullClassName.substring( index+11 ).toLowerCase();  // skip "Identifier$"

- Andrew
67  Java Game APIs & Engines / JInput / Re: Latest Jinput on: 2005-11-28 05:15:13
For the sake of other people upgrading their version of JInput.

Aside from Axis --> Component, the way that component (axis) identifiers are named has also changed. The ID names are now divided into Component.Identifier.Axis,
Component.Identifier.Button, and Component.Identifier.Key. They were previously all in Axis.Identifier. The new identifier classes have more names.

Previously, the buttons on my game pad were labelled as "button" but they are now  "Unknown" in the Component.Identifier.Button class.

- Andrew
68  Java Game APIs & Engines / JInput / Re: Latest Jinput on: 2005-11-28 02:44:22
The only documentation at that I could find was in the nightly builds section, and uses Axis.

However, I did find current documentation at in

Perhaps, I've missed something, but was this change to one of the major class names announced anywhere? This will break most applications that upgrade their version of JInput.

Anyway, I changed Axis --> Component, and "axes" to "components", and the freefodder examples and mine work again on my test Windows 98 and XP machines.

What is the 'official' version of JInput that users should download?
Should people wishing to use JInput go to or to

- Andrew

69  Java Game APIs & Engines / JInput / Re: Latest Jinput on: 2005-11-27 03:59:18
I'm replying to myself again Smiley

I tried installing from, and the Axis class is missing! That seems just a tad sloppy to my mind.

There's eight other versions of the Windows version of the JInput at the site, but I think I'll stick with the working version from BTW, the Version.getVersion() method for that version reports 1.0.0-b01.

- Andrew
70  Java Game APIs & Engines / JInput / Latest Jinput on: 2005-11-25 05:44:48
The JInput versions at are misleadingly dated. They're actually from May 2004. Ignore the 2005 extension.

The windows download contains two copies of the 4 API files, and dxinput.jar and dxinput.dll need to be stored in a controller/ subdirectory in order for things to work.

But actually, none of that matters. The most current versions of JInput are at, with the Windows version dating from September 2005. It's been simplified to two files, but the only documentation on how to use it appears in, near the bottom of p.1 in a post by endolf.

None of the JInput documentation mentions this, including the freefodder tutorial

Come on guys, spend 20 minutes and fix things up Smiley

- Andrew
71  Game Development / Performance Tuning / Re: Online Garbage Collection Article on: 2005-11-24 02:04:44
The article  uses standalone visualization tools, so doesn't talk about support in NetBeans, Eclipse, etc.

I use PDF because it's a cross-platform format that's easy to generate from MS Word, and still looks like the original document.

There's a lot about short and long-lived objects in the article.

Short-lived objects are collected from the young generation space (new space) after a few seconds. If they live longer, they'll eventually be moved to the old generation space (tenured space). GC from the tenured space can be a factor of 10 slower than the new space, so it may be useful to adjust the space sizes to keep objects in the new space.

But, like everything, if your application doesn't have a problem with GC, then there's no need to fine-tune it.

- Andrew
72  Game Development / Performance Tuning / Online Garbage Collection Article on: 2005-11-23 02:06:13
Dear All,

I've just added an appendix to the Killer Game Programming in Java website about how to detect memory leaks and reduce garbage collection pauses.

It's Appendix C, at the very bottom of the main page:

Comments are appreciated.

- Andrew
73  Game Development / Performance Tuning / Re: What are the Default Heap Sizes? on: 2005-11-16 02:29:15
It seems like the various heap settings (and a lot more) are accessible, by using the JConsole tool in J2SE 5. JConsole gets its data from managed beans (MBeans) which monitor and manage various parts of the JVM. It's possible to write your own MBeans. There's an article on JConsole at

- Andrew
74  Game Development / Performance Tuning / Re: What are the Default Heap Sizes? on: 2005-11-16 02:08:57
I can guess an answer to my own remark about the initial allocations being small. It's to encourage multiple small garbage collections in eden space, so there's no long pauses in an application during the early stages of its execution.

The JVM will adjust itself to deal with larger size applications during execution. On Windows, the young space can increase to 5 MB and tenured to as much as 47 MB (I'm not sure on that last number).

As regards having multiple heaps and  garbage collectors, that's already (sort of) done by using a generational heap structure, and different  collectors for the young and old parts.

I'm on shakey ground here, but aren't textures passed over to OpenGL, and therefore beyond
the reach of Java and any heap management scheme? In fact, any data managed by DLLs is outside of Java's control, and not counted as part of its heap.

- Andrew
75  Game Development / Performance Tuning / Re: What are the Default Heap Sizes? on: 2005-11-15 07:03:33
Thanks for the numbers, which are surprising.

If the young generation starts at 640 KB, then this means that the tenured space starts at only 5 MB (assuming  the NewRatio is 8 ).That's a low starting value.

Also, eden space will be only 512 KB, since the survivor spaces are 64KB; more small defaults.

Are there any reasons for choosing these numbers?

- Andrew

76  Game Development / Performance Tuning / What are the Default Heap Sizes? on: 2005-11-15 02:18:15
Dear All,

Does anyone know the default settings for the various heap spaces when using the 5.0 hotspot client on Windows XP?

For example, when I run an application using java with no additional options, what are the initial, default sizes for the eden space, tenured space, permanent space, and the new and survivor ratios?

I've found partial information for the server JVM on 32-bit Solaris, but almost nothing for other platforms.

This sort of information should be part of the java tool documentation, or be accessible as Property values.

- Andrew
77  Java Game APIs & Engines / Java 3D / Re: Navigating a 3D Scene by Waving Your Arm on: 2005-10-21 01:40:08

There's quite a few bits of information that can be extracted from the wrist band approach -- there's three colours, and movement in the left/right, up/down directions. There's also the absence of the wrist band from the image, and timing data (e.g. how long the glove is missing from the webcam snaps).

Combinations of these can potentially give you quite a wide set of command options. The drawback is accuracy. For example, I found it quite hard to keep my arm level, so code that used the vetical position of the arm might be unreliable.

- Andrew
78  Java Game APIs & Engines / Java 3D / Navigating a 3D Scene by Waving Your Arm on: 2005-10-19 02:38:07
Dear All,

I've just added a new example to the Killer Game Programming in Java site at

Chapter 28.8 (near the bottom of the page) is about navigating through a simple 3D world by moving and rotating your arm (no keyboard or mouse manipulation is needed).

The example uses JMF to capture images from a webcam, and basic image processing to generate navigation commands.

Comments are appreciated.

- Andrew
79  Java Game APIs & Engines / Java 2D / Webcam Snaps Examples (TWAIN and JMF) on: 2005-09-30 05:48:47
Dear All,

I've just added a new chapter to the Killer Game Programming in Java
sitte about how to do webcam
capture using TWAIN and JMF.

It turns out that JMFis about 100x faster!

Comments are appreciated.

- Andrew
80  Java Game APIs & Engines / J2ME / Bluetooth client/server Example at Killer Game Site on: 2005-09-02 06:18:52
Dear All,

I've just added a Bluetooth chapter to the Killer Game Programming in Java site:

It describes a simple client/server application, where a client's message is echoed back by the server in uppercase. The main aims are to show how to register services, find them, and communicate.

Comments are appreciated.

- Andrew
81  Java Game APIs & Engines / J2ME / Re: CustomItem Example at "Killer Game" Site on: 2005-08-26 04:12:16

Shanghai is meant to have several good bookstores: Shanghai East Laser, and the Shanghai Book Malls, but I've not been there.

I'm no expert on tourism, so I'll recommend the Lonely Planet book on Thailand, which is what I used when I first came here.

If you want to talk more, send me e-mail directly.

- Andrew
82  Java Game APIs & Engines / J2ME / Re: CustomItem Example at "Killer Game" Site on: 2005-08-21 08:30:42

Thanks for the kind words about the online book. Of course, I strongly encourage readers to buy the hardcopy O'Reilly book as well Smiley

As regards OpenGL and Java, the JOGL forum at this site is a really excellent resource. If you want to mix Java 3D and JOGL, then search for information about Xith.

Yep, "Prof. Bob" is a recent addition: it's a simple example of the Java Speech API as implemented in the open source library, FreeTTS.

- Andrew

83  Java Game APIs & Engines / J2ME / CustomItem Example at "Killer Game" Site on: 2005-08-21 05:45:22
Dear All,

I've just added an example using CustomItem to the "Killer Game Programming in Java" site at It's in a new "J2ME" section near the bottom of the page.

I subclass CustomItem to create a scrollable messages box. I'll be using it in later examples to display the lengthy communication between clients in a networked application.

Comments appreciated.

- Andrew
84  Java Game APIs & Engines / J2ME / Re: Dynamic Textures in M3G Example on: 2005-08-17 04:07:38

Thanks for the performance info, which I suspected but hadn't been able to test myself.

At the end of the chapter, I mention that often you only need to generate the dynamic texture once. For example, when you need a user name label in the scene. For a once-off task, the overhead may be acceptable.

Your suggestion about 3D texture rendering is an interesting one. You should post an example MIDlet.

BTW, I've included your post as a "readers comment" at If you want to change it, please get in touch.

- Andrew
85  Java Game APIs & Engines / J2ME / Dynamic Textures in M3G Example on: 2005-08-16 08:36:52
I've just added a new M3G (mobile 3D) example to my Killer Game Programming in Java site ( concerned with dynamic textures.

A dynamic texture is one generated at run time, and can include transparent areas.

Comments are appreciated.

- Andrew
86  Java Game APIs & Engines / J2ME / Re: J2ME Content Sites on: 2005-08-16 08:30:21
My Killer Game Programming in Java site has several chapters on how to write M3G (mobile 3D) games.

- Andrew
87  Java Game APIs & Engines / Java Sound & OpenAL / Java Speech API Example at "Killer Game" on: 2005-07-24 07:28:38
Dear All,

Sorry if this is a bit outside of Java Sound territory, but I've just uploaded an example using the freeTTS implementation of the Java Speech API at:

Ask "Professor Bob" a question about programming or project work and he speaks a suitable answer. Prof Bob is a 2D talking head, whose mouth moves as he answers.

Comments are appreciated.

- Andrew
88  Java Game APIs & Engines / Java 3D / Re: Quicktime for Java and a real-time Java3D animation on: 2005-06-06 03:09:39

I suggest that you do a bit of searching through the archives. Have a look for articles related to "screen capture" in the Java 3D forum. You could also start from the QTJ end by searching the quicktime-java mailing list, which is managed by Apple.

- Andrew
89  Java Game APIs & Engines / Java 3D / Re: JMF Movie Screen on: 2005-06-03 03:13:46

I don't know much about Xith, so can't really help you.

One suggestion is a general coding strategy -- all the JMF code is located in JMFSnapper, and can easily be replaced. While you're getting the Xith parts working, I'd suggest cutting out all of the JMF code from JMFSnapper, replacing it with a version of getFrame() that always returns a simple image.

This will allow you to concentrate on the 3D programming, and ignore the multimedia issues until your ready.

- Andrew
90  Java Game APIs & Engines / Java 3D / QuickTime for Java (QTJ) Movie Screen on: 2005-05-31 05:49:06
Dear All,

I've just finished writing an article that explains how  
to build a movie screen in Java 3D. The movie is played  
using QuickTime for Java (QTJ).

The article and the code can be found at the
"Killer Game Programming in Java" website:

If this message seems a bit familiar, it's because this
article is a follow-up to one that used JMF as the movie
source. That announcement is here:;action=display;num=1116571065

Hype Alert...

Incidentally, the "Killer Game Programming in Java" book
from O'Reilly is out now. You can find details
at the website or from O'Reilly:

There's over 15 chapters on Java 3D.

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