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1  Games Center / JGO Comp 2009 / Re: JGO Comp 2009 on: 2009-07-24 20:08:42
Teams allowed?

Kev
2  Discussions / General Discussions / JGO Website on: 2009-07-24 16:58:48
Are there any plans to revive the idea of a JGO web presence. In the past we've talked about:

  • Having key community members blog events, news and releases
  • Having articles written by community members on game development practice, approach
  • Game Development blogs - instead of choking up the forum with them
  • Tool/Library/Resources links for everyone to share
  • Competition sites - like the 2009 JGO comp and Java4K

Since JGO seems to be in a period of transition now might be an ideal for someone to jump up and finally do this thang.

Kev
3  Discussions / General Discussions / Android Section on: 2009-07-24 16:28:20
Could we have an Android subforum. The J2ME one fell down because coding for J2ME wasn't really similar to coding on the desktop - hence there were lots of other specialised forums as big as JGO. However, Android development is pretty similar to desktop stuff and we'll probably see more and more us wanting to go that way.

Kev
4  Discussions / General Discussions / Re: iPhone + kev g on: 2009-07-23 18:59:57
Do what you like, I'm not trying to stop anyone learning ObjC. I learnt it first and hated it with a vengence. What I'm doing here is just interesting to me (and evidently someone here who posted originally).

Could you post your stats sources for your iPhone application sales btw, most of the anecdotal stories out there tell a pretty different tale. The market is mostly flooded now, most small apps make close to zero with a few special ones making plenty - little middle ground. 

So in an equally meaningless and off topic comment, don't let Blah^3 glowing profit analysis of the iPhone market jump to making your fortune there - if you're focused on nothing but cashing in the smart market might be Android, predicted 900% growth in 2009 alone. For that too you won't need XMLVM, but at least it's familiar territory.

Kev
5  Discussions / General Discussions / Re: iPhone + kev g on: 2009-07-16 08:30:16
Nothing wrong with JOGL, but it doesn't provide me on a GLES interface on the desktop - while it does provide ES bindings it doesn't bind these to the API on the desktop since it GLES isn't present on the desktop.

At the moment I'm using OpenGL to simulator GLES, but that's not going to be accurate as actually providing a GLES stack on the desktop - which is what DGLES (another open source project) attempts to do.

Performance arn't much of a concern here since I'm simulator a phone's rendering performance on the desktop - if anything it being a bit slower is more accurate to the target platform.

Kev
6  Java Game APIs & Engines / JOGL Development / Re: JOGL 2 support for GL1.1 on: 2009-07-16 07:19:22
Yes, and I do, however I'm extending a simulator which runs on the desktop - and hence there isn't any OpenGL ES 1.x - so I'm simulating it with OpenGL 1.x.

Kev
7  Discussions / General Discussions / Re: iPhone + kev g on: 2009-07-16 07:17:53
The simulator is part of the XMLVM project. It's not java -> objc -> java. It's simulator rather than an emulator.

When you're writing the Java code to be compiled to objc you have to code against an API written in Java. This is what XMLVM call the compatibility library. They could have just left that API as exactly that, empty API methods for each of the iPhone SDK functions. However, instead they implemented the methods in terms of Java2D - so you end up with a way to test you Java code before you go to objc.

Kev
8  Java Game APIs & Engines / JOGL Development / JOGL 2 support for GL1.1 on: 2009-07-15 15:20:33
I was recently hacking about with the iphone stuff and felt like using JOGL. I got JOGL 2.0 down but when I tried to use it I got an error about need GL 2.0. My work machine only has 1.3 or something.

Does JOGL 2.0 not support anything less than GL2.0? Which DLL/JAR combination (of the many now) do I need to include to use < GL2.0 ?

I downloaded an old version of JOGL (1.1 or something?) in the end and that did just what I needed.

Thanks,

Kev
9  Discussions / General Discussions / Re: iPhone + kev g on: 2009-07-15 14:52:21
For anyone interested, I got some OpenGL ES stuff working. I've used NeHe lesson 4 (a rotating triangle and quad) as a reference since it's a nice simple proof of concept.

Running in the Java base simulator in windows - this is using JOGL currently cause I felt like a change. Hopefully use DGLES+JNA at some point soon:



And this is the same java code, passed through XMLVM into objc and compiled for the iphone. This is the iphone emulator on OSX:



Here's the code thats running it which I think looks reasonably like normal Java, except maybe the buffer usage. Thats simply because of my limited objc implementation of java.nio.*Buffer.

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package org.xmlvm.iphone.gl.nehelesson4;

import java.nio.FloatBuffer;

import org.xmlvm.iphone.CGRect;
import org.xmlvm.iphone.gl.BufferUtils;
import org.xmlvm.iphone.gl.GL;
import org.xmlvm.iphone.gl.GLView;

public class NeHeLesson4View extends GLView {
   private static final float TO_RADIANS = (3.14159f / 180.0f);
   
   private boolean viewSetup = false;
   private float zFar;
   private float fieldOfView;
   
   private float rtri = 0;
   private float rquad = 0;
   
   private FloatBuffer triVertices;
   private FloatBuffer triVertexColors;
   private FloatBuffer quadVertices;
   
   private float viewWidth;
   private float viewHeight;
   
   public NeHeLesson4View(CGRect rect) {
      super(rect);
   
      viewWidth = rect.size.width;
      viewHeight = rect.size.height;
      System.out.println("View: "+viewWidth+","+viewHeight);
     
               setOpaque(true);
               setClearsContextBeforeDrawing(false);
   }

   private void initViewGL() {
      System.out.println("Init view");
      triVertices = BufferUtils.createFloatBuffer(9);
      triVertexColors = BufferUtils.createFloatBuffer(12);
      quadVertices = BufferUtils.createFloatBuffer(12);
     
      triVertices.put(-1).put(-1).put(0.0f)
      .put(1).put(-1.0f).put(0.0f)
      .put(-1.0f).put(1.0f).put(0.0f);
     
      triVertexColors.put(1).put(0).put(0).put(1)
      .put(0).put(1).put(0).put(1)
      .put(0).put(0).put(1).put(1);
     
      quadVertices.put(-1).put(1).put(0)
      .put(1).put(1).put(0)
      .put(1).put(-1).put(0)
      .put(-1).put(-1).put(0);
     
      float zNear = 0.1f,
      zFar = 1000.0f,
      fieldOfView = 60.0f;
      float size;
     
      GL.glMatrixMode(GL.GL_PROJECTION);
      size = zNear * (float) Math.tan((TO_RADIANS * fieldOfView) / 2.0);
      GL.glLoadIdentity();
      GL.glFrustumf(-size, size, -size / (viewWidth / viewHeight), size /
               (viewWidth / viewHeight), zNear, zFar);
     
      GL.glViewport(0, 0, (int) viewWidth, (int) viewHeight);
      GL.glMatrixMode(GL.GL_MODELVIEW);
      GL.glLoadIdentity();
      GL.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
   }
   
   @Override
   public void renderView() {
      if (!viewSetup) {
         viewSetup = true;
         initViewGL();
      }
     
      GL.glClear(GL.GL_COLOR_BUFFER_BIT);

      GL.glLoadIdentity();
      // Triangle
     GL.glTranslatef(-2.0f,1.0f,-6.0f);
      GL.glRotatef(rtri,0.0f,1.0f,0.0f);  
      GL.glEnableClientState(GL.GL_VERTEX_ARRAY);
      GL.glEnableClientState(GL.GL_COLOR_ARRAY);
      GL.glColorPointer (4, GL.GL_FLOAT, 0, triVertexColors);
      GL.glVertexPointer(3, GL.GL_FLOAT, 0, triVertices);
      GL.glDrawArrays(GL.GL_TRIANGLE_STRIP, 0, 3);
      GL.glDisableClientState (GL.GL_COLOR_ARRAY);
     
      // Square
     GL.glLoadIdentity();
      GL.glColor4f(0.0f, 0.0f, 1.0f, 1.0f);
      GL.glTranslatef(2.0f,1.0f,-6.0f);
      GL.glRotatef(rquad,1.0f,0.0f,0.0f);
      GL.glVertexPointer(3, GL.GL_FLOAT, 0, quadVertices);
      GL.glDrawArrays(GL.GL_TRIANGLE_FAN, 0, 4);
      GL.glDisableClientState(GL.GL_VERTEX_ARRAY);
     
      rtri += 1.5f;
      rquad -= 2.5f;
   }

}


I still think this has quite a lot of potential.

Kev
10  Discussions / General Discussions / Re: iPhone + kev g on: 2009-07-02 10:36:03
This image describes most of what I've been doing.

Kev
11  Discussions / General Discussions / Re: iPhone + kev g on: 2009-07-02 10:34:06
I'm fine with you posting it.

Kev
12  Game Development / Shared Code / Re: Art Tutorial on: 2009-06-28 17:11:59
That's really great, thanks.
13  Discussions / General Discussions / Re: Games4j.com on: 2009-06-02 07:50:33
You've decided to support both Flash and Applets now?
14  Game Development / Networking & Multiplayer / Re: Puzzle Pirates on: 2009-06-01 14:28:00
Wasn't it Bang Howdy that was developed with JME. I thought Puzzle Pirates was Java 2D.
15  Discussions / Miscellaneous Topics / Re: Turquoise Grotto on: 2009-05-27 08:34:46
It seems functional but the colour scheme hurts my eyes.
16  Games Center / Featured Games / Re: Minecraft on: 2009-05-19 18:46:20
Astounding stuff, especially for a no goal "game". Played it for hours. Love the water.
17  Discussions / General Discussions / Re: Loading jars with URLClassLoader on: 2009-05-04 18:47:29
Not to the current class path but to the class path of the class loader you've created.

So to create the class you'd have to do something like:

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Class clazz = loader.loadClass("mypackage.MyClass");
clazz.newInstance();


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