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1  Java Game APIs & Engines / JOGL Development / FPSAnimator CPU Issues on: 2009-01-10 04:45:23
Hello all,

I am making an isometric game to familiarize myself with OpenGL, Java, and data structures. My game is using the FPSAnimator class, and I am drawing some tiles on the screen. When I set the FPS to 50 or below, the program uses between 3 and 10 percent of my CPU power, when I set it to 60 or above it takes 100% CPU. If I set the FPS higher than 60, 80 or 100 for example, the FPS is still 60 (checking in display method). I thought it might be something I did somewhere else in my program, so I tried it with the netbeans opengl pack demos and it does the same thing. Is this a common issue, or could it be my computer somehow? It is not really a problem, it just kinda bugs me because I don't know why it's doing this. Huh
2  Discussions / Community & Volunteer Projects / Re: Community Project Mark 562 on: 2009-01-10 04:18:01
In my opnion mixing experienced and new programmers in a project where collaboration takes place virtually, there is no hope whatsoever to get anywhere.

One thing that comes to my mind is to break the programming into small parts with strong requirements and then making a solution could be a contest where the best implementation is voted on by the community and then included in the project. The difficulty of implementing the task could separate the newbies and the experience programmers, while still encouraging the newbies to shoot higher and increase their skills (this would mean no flaming though as it could hurt feelings). Examples would be creating a basic potion class or designing and implementing new type of enemy(something that flies instead of walks etc.). Their could also be art contests and such, or just a collection of free art that people vote on. Trying to get a group of disjointed programmers to work together and agree on something otherwise seems a difficult task to me.
3  Java Game APIs & Engines / Java 2D / Re: 2D and OpenGL? on: 2009-01-09 20:55:03
b) If you're interested in learning or doing something crazy between 2D and 3D it's better to go straight to LWJGL

Why is LWJGL better than JOGL in this case? I have yet to see any significant between them in almost every aspect.
4  Games Center / Archived Projects / Re: Bat out of Hell : The PC Game! on: 2009-01-06 08:47:19
Nice helicopter remake, the music was entertaining (but probably only for those who know of meatloaf) and the style is good. I found it a little too difficult right off the bat, I would suggest making the start of the game easy then getting harder, but that might just be me.
5  Java Game APIs & Engines / Java 2D / Re: Isometric terrain with uneven tiles on: 2008-12-29 00:33:43
That screen shot is pretty neat  Grin. Is that purely 2D rendered?

For my current isometric game, I am using a stack of tiles to represent height like so:
http://www.gamedev.net/reference/articles/article738.asp

That isn't exactly what your looking for but I think the general idea will be the same.

at (1, 0) you have a tile that has an a primary part, the diamond, and a secondary part, the little triangle. You could associate textures with the primary and secondary parts of a type of terrain. For example a grass terrain type might have a green texture for the primary (the grass) and a brown texture for the secondary (the dirt). To manipulate the textures to fit those shapes, you should google Java2D shearing, but it would be much easier (and faster) if you used JOGL or LWJGL. I say that it would be easier with OpenGL because OpenGL automatically fits your textures to your shapes.
6  Discussions / General Discussions / Re: FGF players' portal: the paradise of Java open source games on: 2008-12-25 19:19:28
Source code for all of these games is amazing  Grin

Breaking the Tower source code = hours of fun and ideas

Very impressive and useful facebook app  Grin
7  Java Game APIs & Engines / Tools Discussion / Re: Intellij Idea and JOGL on: 2008-12-22 02:14:35
Java Web Start seems to be the way to go, I'll start looking into it. Thanks for the super quick response.  Grin
8  Game Development / Newbie & Debugging Questions / Re: Getting started on: 2008-12-22 02:11:14
My AP class didn't go over Arrays until nearly the end, many programs simply don't require them and most beginners have difficulty understanding them.

Be cautious of the tutorials on Google, some are very outdated. I also suggest that you avoid Applets, they can be a real pain.

There are actually two Killer Game Programming books, one focuses on 3D, the other mainly focuses on 2D. That book will probably be your best bet, there are some complicated concepts in it so if you are even a little confused, go to Google. My friend recommends http://www.zetcode.com/tutorials/javagamestutorial/ for a Java2D tutorial from a gaming perspective, but I never used it personally.

Depending on what you want to do, you may look into opengl, a great site that has helped me in the past is http://www.cokeandcode.com/tutorials. The examples use LWJGL for rendering, but it gives you a general idea of how your game's framework should look. It also shows how to go about setting up movement and other questions you will probably have down the line.
9  Java Game APIs & Engines / Tools Discussion / Intellij Idea and JOGL on: 2008-12-22 01:41:19
Hello all,

I am using Intellij Idea as my primary IDE now, (moved from Eclipse) and after some struggling managed to get JOGL working with it. In doing so, I had to set the VM Parameters with -Djava.library.path="JOGL path". If I were to build this application and give it to someone using a different computer, would they need to install JOGL to the specified "JOGL path", or could they simply run the program and not get any errors (ClassNotDefined, no JOGL in path, etc.)?

Thank you for your help.  Grin
10  Discussions / General Discussions / Re: What happened to java.com? on: 2008-12-18 04:42:01
The site looks pretty  Grin, but it looked fine before too. I assume their is more content to come about java and what it does, it feels very lacking, but i suppose that's what www.java.sun.com is for. I love the Java in Action page. It makes me feel like I'm three: look pretty pictures, wow, java is in that stuff it must be important.

2) The Dancing Duke applet does not exit cleanly. The Java console was just hanging out after I had closed my browser, forcing a task kill.
This is yet another shining example of how applets are a giant heap of fail, and seemingly can't even be done right by Sun.

Same for me, very disappointing.
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