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1  Discussions / General Discussions / Re: Which Compiler do you use to Make games ? on: 2009-04-23 20:46:10
If you talk about specific IDE : like Versata for business project or a GameCreator one for game, yes probably but if you talk about generic IDE you fools yourself....

Sweet jesus.
2  Discussions / General Discussions / Re: Which Compiler do you use to Make games ? on: 2009-04-23 01:42:50
There is a lot of boilerplate work to do in java and a good IDE will surely boast efficiency. Not to speak of error prevention (at least typos are unlikely with code completion)


@DzzD you would be mad to think there isn't some sort of efficiency gain!
3  Discussions / General Discussions / Re: Which Compiler do you use to Make games ? on: 2009-04-22 12:54:22
I havent updated since, august.

I just like how it is graphic, cause then I dont just have a bunch of tabs, I got a webs with how the classes interact with eachother. and it is small and fast. It takes netbeans like 1 minute to open, and blueJ like 3 seconds.

I also just dont have the pacients to change to netbeans.

It has no auto-complete! You haven't lived! Make the jump to eclipse or netbeans it's we'll worth it! For the load times, I don't think that's a big deal if your going to be using it for hours and  the efficiency you will get with the added functionality.

Do it!
4  Discussions / General Discussions / Re: The main problem with this community on: 2009-04-19 22:03:40
So I went and looked for a pixel artist

That's a good idea. There are plenty of talented programmers lurking round the forums; Having some easily accessible artists that we could coo into creating quality content would be fantastic. Shame there isn't much(if any) money in Java Gaming but I doubt you here because of that(call it love).

It is unfortunate that nothing seems to ever comes from the community projects but (like said above) we seem to be suffering form "to many chiefs not enough Indians" syndrome. It's apparently very difficult for us to conform to a single vision of how a game should be. We need of some cohesion and structure (without taking away what has made this forum so successful) so hopefully Java Gaming's goals can be realized.

In saying all that, we seem to failing at more fundamental things but hopefully this thread has raised some awareness in what to do/not do.

It's great to see so much constructive input in this thread.
5  Discussions / General Discussions / Re: The main problem with this community on: 2009-04-15 07:12:12
In theory I would agree, but if we went with it, our moderators would have to do even more work and upkeep.  Given that one is looking for help, and the other quit because of too much effort I'd say we need a another approach.

Although more complicated, perhaps we could have a vote system, a game in WIP can be posted with a vote counter to see how many people think its worthy of "completion".  If it reaches high enough, a moderator can easily check and move it over.

Sounds like a great idea but how much time would be required to create and integrate such a system?

Would be great if show case games were all presented in a standard format and possibly locked.

Download/Web start:
Discussion/Feedback thread link?:

Maybe even change the existing "showcase" section to "work in progress" and some lovely volunteer(s) pull together a revamped showcase section. There are some real gems in there but it's often difficult to find them.

There are some great ideas in this thread keep them coming  Smiley

It is through cooperation, rather than conflict, that your greatest successes will be derived.
6  Discussions / General Discussions / Re: The main problem with this community on: 2009-04-14 20:46:51
It does not sound good.

I think it's quite acceptable - providing the moderators are reasonable (which I'm sure they will be).

Finding solutions to the apparent weaknesses in this community is of the uttermost importance to furthering JGO's success.

I regularly check JGO but do not contribute much. I've found it extremely valuable whilst pursuing game development.

The loss of Kevin is saddening but I'm sure he will return when he is ready.
7  Discussions / General Discussions / Re: Is there an equivalent of Shiva 3D development tool in Java? on: 2009-04-10 03:48:36
Only for Windows! Yuck.
8  Games Center / Archived Projects / Re: Test my platformer engine (WIP) Mac-testers appreciated! on: 2009-04-02 03:15:51
Engine: Running on Java 1.5.0_16 (Apple Inc.) in Mac OS X (10.5.6, i386).
Engine: Available processors/cores: 2
Settings: Successfully loaded the settings from "settings.cfg".
Engine: Using the following settings:
useControllers = false
resolution = 800x600
vsync = true
useAudio = true
antiAlias = 0
fxLighting = true
disablePBuffer = false
colorDepth = 32
disableFBO = false
fullscreen = false
fxBloom = true
lineSmooth = false

Renderer: Initializing LWJGL 2.1.0..
Renderer: Requesting display mode 800x600, 32 bpp.. ok!
 * Card: NVIDIA GeForce 9400M OpenGL Engine(NVIDIA Corporation).
 * OpenGL version: 2.0 NVIDIA-1.5.36.
 * Driver: null (null).
Renderer: Available OpenGL extensions:
GL_ARB_transpose_matrix, GL_ARB_vertex_program, GL_ARB_vertex_blend, GL_ARB_window_pos,
GL_ARB_shader_objects, GL_ARB_vertex_shader, GL_ARB_shading_language_100, GL_EXT_multi_draw_arrays,
GL_EXT_clip_volume_hint, GL_EXT_rescale_normal, GL_EXT_draw_range_elements, GL_EXT_fog_coord,
GL_EXT_gpu_program_parameters, GL_EXT_geometry_shader4, GL_EXT_transform_feedback, GL_APPLE_client_storage,
GL_APPLE_specular_vector, GL_APPLE_transform_hint, GL_APPLE_packed_pixels, GL_APPLE_fence,
GL_APPLE_vertex_array_object, GL_APPLE_vertex_program_evaluators, GL_APPLE_element_array, GL_APPLE_flush_render,
GL_APPLE_aux_depth_stencil, GL_NV_texgen_reflection, GL_NV_light_max_exponent, GL_IBM_rasterpos_clip,
GL_SGIS_generate_mipmap, GL_ARB_imaging, GL_ARB_point_parameters, GL_ARB_texture_env_crossbar,
GL_ARB_texture_border_clamp, GL_ARB_multitexture, GL_ARB_texture_env_add, GL_ARB_texture_cube_map,
GL_ARB_texture_env_dot3, GL_ARB_multisample, GL_ARB_texture_env_combine, GL_ARB_texture_compression,
GL_ARB_texture_mirrored_repeat, GL_ARB_shadow, GL_ARB_depth_texture, GL_ARB_fragment_program,
GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader, GL_ARB_occlusion_query, GL_ARB_point_sprite,
GL_ARB_texture_non_power_of_two, GL_ARB_vertex_buffer_object, GL_ARB_pixel_buffer_object, GL_ARB_draw_buffers,
GL_ARB_shader_texture_lod, GL_EXT_compiled_vertex_array, GL_EXT_framebuffer_object, GL_EXT_framebuffer_blit,
GL_EXT_framebuffer_multisample, GL_EXT_texture_rectangle, GL_ARB_texture_rectangle, GL_EXT_texture_env_add,
GL_EXT_blend_color, GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_texture_lod_bias,
GL_EXT_abgr, GL_EXT_bgra, GL_EXT_stencil_wrap, GL_EXT_texture_filter_anisotropic,
GL_EXT_secondary_color, GL_EXT_blend_func_separate, GL_EXT_shadow_funcs, GL_EXT_stencil_two_side,
GL_EXT_depth_bounds_test, GL_EXT_texture_compression_s3tc, GL_EXT_texture_compression_dxt1, GL_EXT_texture_sRGB,
GL_EXT_blend_equation_separate, GL_EXT_texture_mirror_clamp, GL_EXT_packed_depth_stencil, GL_EXT_bindable_uniform,
GL_EXT_texture_integer, GL_EXT_gpu_shader4, GL_EXT_draw_buffers2, GL_APPLE_flush_buffer_range,
GL_APPLE_ycbcr_422, GL_APPLE_vertex_array_range, GL_APPLE_texture_range, GL_APPLE_float_pixels,
GL_ATI_texture_float, GL_ARB_texture_float, GL_ARB_half_float_pixel, GL_APPLE_pixel_buffer,
GL_APPLE_object_purgeable, GL_NV_point_sprite, GL_NV_register_combiners, GL_NV_register_combiners2,
GL_NV_blend_square, GL_NV_texture_shader, GL_NV_texture_shader2, GL_NV_texture_shader3,
GL_NV_fog_distance, GL_NV_depth_clamp, GL_NV_multisample_filter_hint, GL_NV_fragment_program_option,
GL_NV_fragment_program2, GL_NV_vertex_program2_option, GL_NV_vertex_program3, GL_ATI_texture_mirror_once,
GL_ATI_texture_env_combine3, GL_ATI_separate_stencil, GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod
Renderer: Failed to set the window icon..
Renderer: Failed to set the window icon..
TextureManager: Non-power-of-two textures are supported.
TextureManager: Available RTT support:
 * FBOs supported (great!).
   -- Packed depth-stencil FBO extension supported.
 * PBuffers supported.
TextureManager: Maximum texture size is 8192 x 8192.
TextRenderer: Loaded a font from "media/fonts/bluehigh.ttf" [size: 32.0].
TextureManager: Loaded a texture from "media/mhgames.png".
ModuleManager: Added module 'InitialLoadingModule'.
TextureManager: Created a new render texture (FBO) "lightmap" (256 x 256).
LightManager: Initialized the light map.
GlyphCache: Created a new page, number 0.
ScriptManager: Using Pnuts v1.2.1.
ScriptManager: Executing the startup script..
ScriptManager: Cached script 'media/scripts/startup.pnuts'.
Hello from "startup.pnuts"!
SoundSystem: Initializing OpenAL..
ShaderManager: Compiled a shader program from "media/shaders/blur_v.glsl + media/shaders/bloomblend.glsl".
ShaderManager: Compiled a shader program from "media/shaders/blur_h.glsl + media/shaders/bloomblend.glsl".
ShaderManager: Compiled a shader program from "media/shaders/bloomcomposite.glsl".
TextureManager: Created a new render texture (FBO) "bloomRT1" (256 x 256).
TextureManager: Created a new render texture (FBO) "bloomRT2" (256 x 256).
BloomEffect: Created successfully.
TextureManager: Created a new render texture (FBO) "sceneRTT" (800 x 600).
RenderPath: Selected the BEST render path.
Game settings dir: /Users/James/.platformer
SoundEngine: Started update thread.
TextureManager: Loaded a texture from "media/light1.png".
LevelLoader: Loading a level from media/house.svg..
MaterialLoader: Parsed 8 materials.
TextureManager: Loaded a texture from "media/mat/leaves.png".
TextureManager: Loaded a texture from "media/mat/wallpaper.png".
TextureManager: Loaded a texture from "media/mat/rocks.png".
TextureManager: Loaded a texture from "media/mat/bricks.png".
TextureManager: Loaded a texture from "media/mat/rocks2.png".
TextureManager: Loaded a texture from "media/mat/dirt.jpg".
TextureManager: Loaded a texture from "media/mat/texture.png".
TextureManager: Loaded a texture from "media/light2.png".
TextureManager: Loaded a texture from "media/light3.png".
ScriptManager: Cached script 'media/scripts/lightswitch.pnuts'.
Generating outlines for 36 polygons..
Outline generation took 71.73 ms.
LevelLoader: Level loaded from media/house.svg.
TextureManager: Loaded a texture from "media/bg.png".
ModuleManager: Added module 'GameModule'.
TextRenderer: Loaded a font from "media/fonts/vera.ttf" [size: 11.0].

9  Games Center / Archived Projects / Re: space invaders(again...) wait it is different ;) on: 2009-02-03 23:03:54
Change the name to what ever makes you happy  Smiley

How much java programming have you done? Have you heard of Swing? AWT?. Try and find some tutorials. I assume you only need 2 buttons(start and exit). Once you have some idea what you want come back and ask more specific questions.

Also, it probably would be best if you moved questions like this to a suitable part of the forum.

EDIT: Also make the white parts of your sprites transparent.
10  Games Center / Archived Projects / Re: space invaders(again...) wait it is different ;) on: 2009-02-01 20:49:32
Doesn't work.

Ahhh just looked at the jnlp. Make it work on 1.5!  Wink

Mac OSX 10.5.6, Java 1.5, 2Ghz Core 2 Duo

11  Games Center / Featured Games / Re: Virus Effect (2D Platformer RPG Shooter) on: 2009-01-10 10:52:18
It says paused, click to play! I click inside applet, and nothing happens...

I get the same thing.
12  Java Game APIs & Engines / JOGL Development / Re: light position parameters on: 2009-01-07 20:19:36
Thank you that is exactly what I wanted to know  Smiley
13  Java Game APIs & Engines / JOGL Development / light position parameters on: 2009-01-07 00:42:18

I have a small query, when setting the position of a light source:

      float[] lightPosition = {0.0f, 5.0f, 5.0f, 0.0f};
      gl.glLightfv(GL11.GL_LIGHT0, GL11.GL_POSITION, lightPosition, 0);

I see it takes an array of four values - why is this? I assume you are passing a position or direction (x, y, z, ?).

Hopefully someone can enlightening me.

14  Games Center / Showcase / Re: Legend of the Chambered on: 2008-08-01 09:21:24
I think it looks great, looking forward to the next release!  Roll Eyes
15  Games Center / Archived Projects / Re: Defender on: 2008-07-22 08:29:27
Ha that is a lot of fun.

Awesome retro effects.
16  Games Center / Archived Projects / Re: Pokemon world online on: 2008-06-25 08:40:52
So illegal.
17  Games Center / Featured Games / Re: Corv demo Applet on: 2008-05-15 02:29:10
java 1.6, xp.

Key input wouldnt respond for me.
18  Java Game APIs & Engines / Java 2D / Re: Saving transformed Images? And interpolation! on: 2008-05-13 09:22:32
I'm confused - you say you're still sorting out the class structure, yet you are wasting time putting in performance optimisations that are redundant as soon as you stop using Java2D?

While it's a nice api, I would suggest you forget J2D, too many operations are unaccelerated in the current (public) release.
As kapta has already suggested, slick is the perfect alternative.

Ha does sound like a bit of a contradiction.

I’m not fine tuning the performance its more like getting out the kinks.  Like some of the order m^n functions.

Sounds like I better just get on with it and switch to slick.

19  Java Game APIs & Engines / Java 2D / Re: Saving transformed Images? And interpolation! on: 2008-05-13 08:32:35
You can also rotate your graphics context instead of using AffineTransform, not sure if that will be much faster or not. You may want to give it a go.

I'll have to do some tests.

affineTransform.rotate Vs. Graphics2D.rotate HuhHuhHuh?

The images are so small the amount of ram they will use is irrelevant when its currently using needing so much of the processor.
20  Java Game APIs & Engines / Java 2D / Re: Saving transformed Images? And interpolation! on: 2008-05-13 07:06:59
You could save transformed images as you suggested, but if the images are
translucent (not bitmask or opaque) you won't get them hw accelerated unless you run on
6u10 on windows (where the new d3d pipeline is enabled by default).


Googled it "6u10" and found :

Beta apparently so I' going to assume I'm not using it at the moment.

As far as I know I'm using JDK 1.6

Thanks for the reply been waiting for some of the hardcores to come out of the woodwork.


Posted by: Demonpants 
Insert Quote
The following is a code snippet I just made which rotates your image a variable number of times. Each rotation is a new BufferedImage. Doing this will take up more RAM, but is a one-time cost on the processor. It's a trade-off

Cheers the code has been very helpful possibly exactly what I was looking for.

I'm use to using java.awt.Image; rather than buffferedImage so I'll try it with that.

Anyway thanks all.

Awesome forum.
21  Java Game APIs & Engines / Java 2D / Re: Saving transformed Images? And interpolation! on: 2008-05-13 01:30:36
since your using java2d why not try the slick library, should be fairly easy to port and you will get the awesome performance of opengl with java2d style api.

I’m keen to once I have the basic game done, but until then I’ll stick with java2d. I’m still trying to sort out the class structure and what not. I’m having to refractor the game a lot *cough*.
Guess if it does get worse I’ll switch over. I’ve had a brief look at slick  and its api might see if I can find some examples.
22  Java Game APIs & Engines / Java 2D / Saving transformed Images? And interpolation! Rotate Rotate Rotate on: 2008-05-12 23:23:13
Ok so long story short the JOGL api gave me to many seizers so I have switched to java2D in hope of porting it to jogl later. Unfortunately that benefit of JOGL was some awesome performance averaging around 3% on my computer. Now that I've switched to java2D its averaging around 70%.

Anyway the problem.

Right now  every loop the game calls:


affineTransform.rotate(Math.toRadians(this.rotation), image.getWidth(null)/2, image.getWidth(null)/2);


To rotate the "player". I was wondering if I could save all the rotate instances when the game loads thus reducing the epic load on the game loop.

Also the background is smoothed out by interpolation(I think) which I stumbled upon by accident so if anyone know about how much processor power  it requires?

Anyway I’m new so go easy.

Thanks to Kevin Glass for those tuts. After I stumbled upon them, this has become a bit of a hobby.

23  Games Center / Featured Games / Re: Putty Puzzle on: 2008-05-09 01:35:00

When I close the window in level its stuff up my sound.

Windows XpSP2, Java 6
24  Games Center / Featured Games / Re: Putty Puzzle on: 2008-05-07 22:21:11
Level two is wayyy to hard
25  Java Game APIs & Engines / JOGL Development / Re: integrated disaster on: 2008-05-05 07:34:21
Sounds like your graphics card is probably causing the issues. Maybe to old? to slow?
26  Java Game APIs & Engines / JOGL Development / Re: gl.glNormal on: 2008-05-05 07:26:31

In simplest terms the dot product of the normal by the light vector tells you how directly lit the surface is.

Thank you very much. That clears up my confusion a considerable amount.
27  Java Game APIs & Engines / JOGL Development / glNormal on: 2008-05-05 01:41:26
I understand that this method defines the normal but I am having trouble understanding how it affects the lighting of a simple app that I have created. When I comment the “normal” code out, the lighting fails. Could someone please explain the relevance of this method relative to lighting?

With the normal code not commented out:

commented out:

28  Java Game APIs & Engines / JOGL Development / Re: I summon you, oh Opengl Gurus on: 2008-04-27 23:24:32
Wow.... surprised you didnt... just looking g at it nearly gave me a seizure.
29  Games Center / Archived Projects / Re: Dancing Tanks on: 2008-04-27 10:12:43
very cool will look at the source!
30  Java Game APIs & Engines / JOGL Development / Re: gl.glRotatef(this.rotate, 0f, 0f, -12.0f); on: 2008-04-22 07:04:34
- The first argument is the angle of the rotation (in degrees)
- The others arguments are NOT the point you are rotating around. You always rotate around origine (0.0 , 0.0, 0.0). If you want to rotate around another point, you should use a translation with it.
- The others arguments are a vector that show how the angle is apply. The rotation is in a perpendicular plan to the vector. And when you look at the vector from the end to the begining, the angle is counter clock wise.

So like Ru5tyNZ said :

gl.glRotatef(xrot,1.0f,0.0f,0.0f); is a rotation around the X axis
gl.glRotatef(yrot,0.0f,1.0f,0.0f);is a rotation around the Y axis
gl.glRotatef(zrot,0.0f,0.0f,1.0f); is a rotation around the Z axis

Cheers that clears it up perfectly.
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