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1  Java Game APIs & Engines / JOGL Development / Re: Unable to initialize JAWT on: 2009-12-16 01:02:14
hi,
have you validated that the native libraries are getting loaded?
john
2  Java Game APIs & Engines / JOGL Development / Re: NEWT X11 Input Events on Solaris/CDE on: 2009-12-14 11:36:01
What do you call "the animator thread"? Do you override the class Animator?

See http://code.google.com/p/fv3tk/source/browse/trunk/src/fv3tk/Animator.java
3  Java Game APIs & Engines / JOGL Development / Re: NEWT X11 Input Events on Solaris/CDE on: 2009-12-14 09:27:20
I fixed my own problem (in fv3tk) by moving the Display code into the animator thread.

The Display initIDs (clinit) performs the XInitThreads, so the first access to X11Display needs to be in the animator thread.

Cheers,
John


4  Java Game APIs & Engines / JOGL Development / Re: NEWT X11 Input Events on Solaris/CDE on: 2009-11-27 22:21:25

i have a native executable demo @ http://fv3tk.googlecode.com/svn/web/fv3tk-gears-loader-0.0.1.jar
 *but* it fails on MacOS 10.4, and on
 *Solaris with CDE* i need to kill it manually. 
It *should* exit on ESC or Alt-F4.


Experience reports with ESC and Alt-F4 versus manual halt most welcome...

   http://code.google.com/p/fv3tk/issues

cheers,
john

5  Java Game APIs & Engines / JOGL Development / Re: NEWT X11 Input Events on Solaris/CDE on: 2009-11-27 21:21:42
Do you reproduce this bug with GLCanvas?
no, it's a problem between me and newt

er.. xlib

tried setting XWMHints following ICCM in CreateWindow and setSize0 with no joy yet

i get nothing on XEventsQueued

i have a native executable demo @ http://fv3tk.googlecode.com/svn/web/fv3tk-gears-loader-0.0.1.jar
 *but* it fails on MacOS 10.4, and on
 *Solaris with CDE* i need to kill it manually. 
It *should* exit on ESC or Alt-F4.



6  Java Game APIs & Engines / JOGL Development / Re: Gluegen seems never able to be fully compiled... on: 2009-11-26 01:42:18
well, check java to see if normal J6 API functions are there

for example..
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public class test { 
 public static void main(String[] argv){
  if ("".isEmpty()) System.out.println("ok");
 }
}

..compiles?

i can't see digging into gluegen much, since the code is known to compile and run on equivalent hosts.

7  Java Game APIs & Engines / JOGL Development / Re: Announcing: joglutils project on: 2009-11-26 00:41:03
hi,
when i build jogl-utils from github it can't find vecmath.. in my copy i repacked jogl-utils/make/lib/jogl-demos-util.jar with vecmath to get it to build.
best,
john
8  Java Game APIs & Engines / JOGL Development / Re: Gluegen seems never able to be fully compiled... on: 2009-11-26 00:27:29
assuming all the above is nominal..

 gcc --version ?
9  Java Game APIs & Engines / JOGL Development / Re: Gluegen seems never able to be fully compiled... on: 2009-11-26 00:23:42
hmm.. openjdk 6, that's an odd one (should be 7, but..)

and you're in
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 git clone git://github.com/sgothel/gluegen.git gluegen
 cd gluegen/make
 cp gluegen.properties ~/
 <edit ~/gluegen.properties for antlr.jar>
 ant

which fails?

10  Java Game APIs & Engines / JOGL Development / Re: Gluegen seems never able to be fully compiled... on: 2009-11-25 23:58:41
jia.
rereading your message i think you're looking at java version problems.
java -version ?

john
11  Java Game APIs & Engines / JOGL Development / Re: OpenGL renders outside GLCanvas on: 2009-11-25 23:56:42
Hi,

This is interesting to me, because i'm digging around in the native window neighborhood in X11 trying to fix my input events problem.

Maybe some newbies like myself can help, with more info..

Are you using nativewindow/newt? awt? swing?
Can you share your GLCanvas creation and configuration procedure?

And then may be interesting for people who know more..

What platforms is this known to happen on?  What platforms is this known to not happen on?

Cheers,
John
12  Java Game APIs & Engines / JOGL Development / Re: Gluegen seems never able to be fully compiled... on: 2009-11-25 21:43:41
fwiw, ant 1.6.5 failed where ant 1.7.1 succeeded (from github/sg repo)
13  Java Game APIs & Engines / JOGL Development / NEWT X11 Input Events on Solaris/CDE on: 2009-11-25 21:18:10
Hi,

I can't get input events on my undecorated fullscreen X11 (GL) Window.

Guessing that my window manager is in the way. 

Do undecorated windows have problems with input events?

Looking into jogl/src/newt/native/X11Window.c
I see some WM_HINTS / XSetWindowAttributes code running from Window.setSize

Wondering if anyone knows more about this than I do (which is nil).

Thanks,
John
14  Java Game APIs & Engines / JOGL Development / Re: Auto-loading the correct libraries for an OS, sans applet on: 2009-11-25 21:07:07
Hi,

I have a solution that works for many applications.. a JNLP Loader @ http://code.google.com/p/jnlp-loader

The idea is to package the application main JNLP with the loader code into a JAR. 

Running the JAR unpacks the application described by the JNLP and then runs it.

There's a couple issues with this approach.  First, it's insecure, like any executable native code.  Second, it's purposefully not using any graphics because I'm using it with NEWT and don't want to load AWT. 

This second point can be dealt with if there's any demand for it -- AWT applications can let jnlp-loader use AWT, and non-AWT users can use it as is with the long wait for unpacking to complete and then use AWT for any errors.  Another, third issue is that it's currently not detecting java runtime version and doing anything with that.  The present version is simply compiled for 1.5, and proceeds to run the application if it can.

I think the best use of this approach is in development, or for applications in the neighborhood of the technically inclined (and patient).  I mean, applications using this as is want to tell folks that it requires java 1.5 and runs silently until the downloading and unpacking completes, which can be a minute or two on a fast connection.

I have a JOGL/NEWT Gears demo @ http://fv3tk.googlecode.com/svn/web/fv3tk-gears-loader-0.0.1.jar


Best wishes,
John
15  Game Development / Networking & Multiplayer / proto-streamer / http (tcp) streaming on: 2009-05-12 18:59:52
hi,
a new http streaming server, proto-streamer
http://code.google.com/p/proto-streamer
looking for a game

using http ..

assuming uplink and downlink, http streaming is useful for a kind of middle ground performance envelope with messages delivered reliably and in order (tcp).  it's not as close to (network) "real time" as udp.  it uses one tcp stream for an uplink and another for a down link, so it's not for an application with millions of participants.  but it's good for thousands.

but if there's just downlink, then http streaming is even stronger.. although it's still tcp which is always a couple nanoseconds (call it) "slower" than udp.. as for "real time" voice.

and of course http traverses proxies and firewalls nicely.

cheers,
john
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