Java-Gaming.org    
Featured games (81)
games approved by the League of Dukes
Games in Showcase (498)
Games in Android Showcase (116)
games submitted by our members
Games in WIP (563)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1] 2 3 ... 10
1  Games Center / Archived Projects / Re: Quix - Early build on: 2004-08-15 23:19:01
It seems I cant download some jars when starting the webstart.
2  Java Game APIs & Engines / Xith3D Forums / Re: Xith3D dead since David left? on: 2004-08-15 08:58:41
alright  Smiley
3  Java Game APIs & Engines / Xith3D Forums / Xith3D dead since David left? on: 2004-08-14 21:23:03
Wondering if there is still any development active of Xith?
Since we are using it for magicosm, I surely hope so.
4  Java Game APIs & Engines / J2ME / Re: Article: "Loading OBJ Models into M3G&quo on: 2004-07-08 10:41:40
Nice contribution!  Cheesy
5  Java Game APIs & Engines / J2ME / Re:  SMS from a J2ME Application. on: 2004-06-16 09:21:44
Look at what extra APIs are available for the device you are developing your application for. It is not part of MIDP 1.0 or 2.0 as far as I know.
6  Java Game APIs & Engines / J2ME / Re: How to identify device in Java code on: 2004-06-07 10:52:43
The bigass robot? It is part of the images you can choose from here on JGO.
7  Java Game APIs & Engines / J2ME / Re: Cross platform text on: 2004-06-07 10:49:57
I am already using it in my 2 games and it works very well. Only downside to this library is the speed at which the fonts are rendered. But for menus or RPG/games where you dont need max fps at that moment, it works great.
8  Java Game APIs & Engines / J2ME / Re: Resize Image on: 2004-06-06 18:52:49
Not possible with pure MIDP 1.0 tho, is it? Smiley
9  Java Game APIs & Engines / J2ME / Re: Mobile QA Team needed on: 2004-06-01 21:57:21
What is a QA team? Roll Eyes
10  Games Center / Archived Projects / Re: Hallucinogenesis alpha test on: 2004-05-31 20:25:35
Looks great, works great, great fun Smiley
AMD TBird 1.4 Gforce TI4200.
11  Java Game APIs & Engines / J2ME / Re: New to J2ME on: 2004-05-30 19:28:17
You should learn not only SUNs documents but also some other (aspecially Nokia) as you will be needing them when tailoring games aspecially for devices or even to make sure they are really cross platform as the behaviour is different from device to device.
12  Java Game APIs & Engines / J2ME / Re: Phone lower message layers on: 2004-05-30 19:26:32
That is not part of MIDP 1 or 2.. And I doubt any extra API gives you that functionality. However I know there is something similar to what you want(called the localization API or something), but I do not remember the name.
13  Java Game APIs & Engines / J2ME / Re: New to J2ME on: 2004-05-27 19:50:07
Reading through the MIDP 1.0 API should give you a very good start. Then the source of the few examples included in the Wireless Toolkit. You can get it all from java.sun.com under J2ME.
14  Java Game APIs & Engines / J2ME / Looking for distributor on: 2004-05-26 15:08:06
I am looking for a distributor for my game "E-Scape" that won 4th place in the Excitera Mobile awards 2004 (www.excitera.nu). If you are interested, I can send you a demo version, just e-mail me at darcone@qiui.com.

Smiley
15  Java Game APIs & Engines / J2ME / Re: Arraylists of objects. on: 2004-05-26 13:29:24
If you want, I can send you my own implementation of vector that is much cheaper and faster than the default one. Just e-mail me at darcone@qiui.com.
16  Java Game APIs & Engines / J2ME / Re: Arraylists of objects. on: 2004-05-25 18:48:30
Theres no ArrayList in J2ME only Vector and it´s pretty expensive... :-/
17  Java Game APIs & Engines / J2ME / Re: MicroFont - A cross platform font tool on: 2004-05-20 13:17:17
I put up a test midlet for you to try and compare on different emulators etc at http://www.qiui.com/MicroFont/java/MicroFontTest.jar & http://www.qiui.com/MicroFont/java/MicroFontTest.jad

Im learning ANT atm so I wont be able to upload a test version for a few days.
18  Java Game APIs & Engines / J2ME / Re: MicroFont - A cross platform font tool on: 2004-05-20 09:23:22
The fonts are compiled into binary files and the J2ME class reads that info and creates arrays, yes. Thus you can include many different fonts, sizes etc into the same midlet and use the same font class. Well, I intend it to be free for educational use and offer commercial licenses. A free version should be up by tonight.
19  Java Game APIs & Engines / J2ME / Re: MicroFont - A cross platform font tool on: 2004-05-19 21:10:10
I dont understand what you mean by that  :-/
I have not yet decided if I am going to release the font reader(the class that prints the fonts) under GPL, but the compiler I will probably not for some time.
20  Java Game APIs & Engines / J2ME / MicroFont - A cross platform font tool on: 2004-05-17 15:45:16
Ive been working on this the last few days. Check it out and tell me what you think.

http://www.qiui.com/MicroFont/
21  Java Game APIs & Engines / J2ME / Re: Multiplayer Game Develoment in J2ME on: 2004-05-17 08:35:30
First of all you should be aware of the fact that MIDP 1.0 doesnt give you access to TCP by default, only HTTP and UDP iirc.
22  Game Development / Performance Tuning / Re: Arrays - Fastest way to fill em. on: 2004-05-13 13:43:48
Ok, I take that back Smiley
23  Java Game APIs & Engines / J2ME / Re: JTGL a graphic/gaming library new release on: 2004-05-13 13:29:31
Indeed I always find it useful to see other peoples code that they know in practice. As we all know, making things work for J2ME isnt always as easy as it seems at first.
24  Game Development / Performance Tuning / Re: Arrays - Fastest way to fill em. on: 2004-05-13 12:38:19
I ran a test comparing two methods on a J2ME emulator:

Method 1:

1  
for(int i = 0; i < array.length; i++) array[i] = i;


Method 2:

1  
2  
3  
4  
5  
6  
int i = 0;
           
try {

 while(true) array[i++] = i;
} catch(Exception e) { }


After a few hundred tests (didnt really believe it myself after just a few tests) I got this result on 10000 elements in a int[]:

1: 150 ms
2: 80 ms

So apparently I was right about the ugly method 2 being faster. Now the question remains if it is faster to do a "i != 0" comparison rather than doing a "i < b" comparison, my argument was that doing a "!= 0" would only need one memory reference, while the second would need two. But erik said it wouldnt matter since of the pipeline architecture and since I am not an expert when it comes to hardware perhaps someone has somethint to say about this?
25  Java Game APIs & Engines / J2ME / Re: How to identify device in Java code on: 2004-05-13 07:46:30
Hmm sounds like something you can do with a array and some magic Smiley
*wishes for structs in java*
26  Java Game APIs & Engines / J2ME / Re: JTGL a graphic/gaming library new release on: 2004-05-13 07:44:45
Im pretty sure (at least for now) that the most efficient way to write J2ME apps is from the bottom up without using any special libs. But keep up the good work, perhaps some day memory and performance restrictions will make your package a great tool.
27  Java Game APIs & Engines / J2ME / Re: How to identify device in Java code on: 2004-05-12 21:09:58
What is a sprite class?  Huh
28  Game Development / Performance Tuning / Re: Arrays - Fastest way to fill em. on: 2004-05-12 05:13:18
Regarding that J2ME for loop - first, I believe it would be faster to do a:

1  
for(int i = array.length - 1; i >= 0; i--) array[i] = somevalue;


Thats what I have read on Sony ericsson slides. Another interesting thing I read was that due to the way exceptions are being handled on a J2ME platform, this should be a *bit* faster too:

1  
2  
3  
4  
5  
6  
7  
8  
try {

 int i = 0;
 while(true) {

  array[i++] = somevalue;
 }
} catch(Exception ArrayOutOfBoundsException e) { }


I may be wrong, but I may be right Smiley And again, this (aspecially the last one) applies to J2ME, the first one to J2SE but is more ugly than effective.
29  Game Development / Performance Tuning / Re: JOGL too slow on: 2004-05-11 21:13:01
If the GPU is not the bottleneck but the CPU is, then its not really JOGLs fault, is it? I mean, if you cant keep the GPU busy enough (by comparison) that means you shouldnt worry about JOGL performance?
30  Game Development / Newbie & Debugging Questions / Re: Simple hiscore encryption on: 2004-05-11 21:05:34
Yeah, and make the highscore only list last few days entries so that cheaters will have to do it every week (in which case you can identify and hopefully ban them)
Pages: [1] 2 3 ... 10
 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

radar3301 (12 views)
2014-09-21 23:33:17

BurntPizza (30 views)
2014-09-21 02:42:18

BurntPizza (22 views)
2014-09-21 01:30:30

moogie (20 views)
2014-09-21 00:26:15

UprightPath (28 views)
2014-09-20 20:14:06

BurntPizza (32 views)
2014-09-19 03:14:18

Dwinin (48 views)
2014-09-12 09:08:26

Norakomi (74 views)
2014-09-10 13:57:51

TehJavaDev (102 views)
2014-09-10 06:39:09

Tekkerue (50 views)
2014-09-09 02:24:56
List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50

List of Learning Resources
by SilverTiger
2014-07-31 16:26:06

List of Learning Resources
by SilverTiger
2014-07-31 11:54:12

HotSpot Options
by dleskov
2014-07-08 01:59:08
java-gaming.org 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‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!