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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-24 15:49:38
I was asked to explain about Generator functions in JavaScript today in college, and I made this to spice them up.



I know this is faking threads, but if it is possible to rewrite JS functions in such a way, then it will support client side threading in JS.
2  Java Game APIs & Engines / OpenGL Development / Re: Texture artifacting/bleeding Open GL ES 1.X on: 2016-09-24 14:45:55
I did stumble at that question about a month ago. Did implement it like this in my engine.

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public Texture getCell(int row, int column)
{
    if (row >= cells[0].length)
        throw new ArithmeticException("Cannot get past the last row");

    if (column >= cells.length)
        throw new ArithmeticException("Cannot get past the last column");

    if (cells[column][row] == null)
    {
        float minU = (column * cellWidth + 0.5f) / texture.getWidth();
        float minV = (row * cellHeight + 0.5f) / texture.getHeight();
        float maxU = ((column + 1) * cellWidth - 0.5f) / texture.getWidth();
        float maxV = ((row + 1) * cellHeight - 0.5f) / texture.getHeight();

        cells[column][row] = texture.getSubTexture(minU, minV, maxU, maxV, cellWidth, cellHeight);
    }

    return cells[column][row];
}
3  Discussions / General Discussions / Re: GLFW Controller Database on: 2016-09-21 14:49:03
I just purchased a Microsoft Xbox 360 Wireless Receiver for Windows for ₹1500/- ($22.35), and it is perfectly working with my original Xbox 360 Wireless receiver that came with the console. It had the same mappings as reported already, and verified itself as "Wireless Xbox 360 Controller". Added it to the database as well.
4  Discussions / General Discussions / Re: GLFW Controller Database on: 2016-09-21 06:32:26
The database is now modified to the new layout I said before. Anyone using a controller with a Mac? We need bindings on Mac OS as well.

Another thing I have observed, Microsoft's XBOX driver is not exposing the guide button on windows, but it is exposed on Linux because of custom non microsoft drivers. It is advised not to use it in the games.
5  Discussions / General Discussions / Re: GLFW Controller Database on: 2016-09-20 05:49:53
So according to GLFW, the joystick name is not guaranteed to be unique per device, and it may report differently on different OS, even the name. This leaves us with only the number of axes and buttons to identify. Additionally, we can keep keywords per mapping, and select the mapping which matches the maximum keywords. This should be the way to globally identify the controllers.

The goal of GLFW Controller Database is not to map every controller to an ideal controller, but to document the input locations on a wide range of controllers. We want to generalize the controllers between XBOX layout and PS layout controllers.

And in XBOX controllers posted, and also third party XBOX style controllers, I've identified two layouts, one with 14 buttons and 6 axes and another with 11 buttons and 8 axes. There might be the same happening in PS style controllers too, we just need to test more.

The new layout in the database (I'll push to the repository soon) is to have files with the naming scheme Style-Buttons-Axes-Platform-Type.json. For examples of valid names, Xbox-14-6-Linux-1.json and Xbox-11-8-Linux-2.json are good examples. The type is a number, which only changes when a controller is of an existing style, have the same number of axes and buttons, but the indices are different.

The internal file format is also going to change a small bit, it accepts names as an array of strings which are known variations that give the same indices for the names, and they are also going to include a new keywords section, which is an array of strings as well.

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{
    "names": [
        "name1", "name2", ...
    ],

    "keywords": [
        "keywords", "to", "identify", "uniquely"
    ],

    "buttons": [
        { "index": 0, "name": "NAME" }, ...
    ]

    "axes": [
        { "index": 0, "name": "NAME" }, ...
    ]
}

The layout section is now gone, because that information is present in the file name, and is already provided by the GLFW, there is no need for redundant data. Also the indices are now JSON number fields and not strings anymore.

We also make it strict for names within the mappings for axes and buttons, so that they are consistent across the mappings. The names for the XBOX style controllers are as follows.

X, Y, A, B, BACK, START, GUIDE, LB, RB, DPAD_UP, DPAD_RIGHT, DPAD_LEFT, DPAD_DOWN, LS, RS for the buttons and
LS_X, LS_Y, RS_X, RS_Y, LTRIGGER, RTRIGGER, DPAD_X, DPAD_Y for the axes.

Similarly the names for PS style controllers are as follows.

TRIANGLE, CIRCLE, CROSS, SQUARE, SELECT, START, PS, L1, R1, L2, R2, DPAD_UP, DPAD_RIGHT, DPAD_LEFT, DPAD_DOWN, LS, RS for the buttons and
LS_X, LS_Y, RS_X, RS_Y, DPAD_X, DPAD_Y for the axes.

Every mapping should have the names only from the above selected list. Any other names will render it invalid. Coming to the styles PS and XBOX, there is a need for the differences between them, apart from physical layouts (which only change the location of the left stick), triggers are buttons in PS controllers where they are axes in XBOX style.

With this, I think I have covered abnormalities in controllers enough. There are more layouts and different controllers in the wild, but let's start with these.
6  Discussions / General Discussions / Re: GLFW Controller Database on: 2016-09-20 04:44:39
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        { "index": "9", "name": "LS" },
       { "index": "10", "name": "RS" },
 
       { "index": "10", "name": "DPAD_UP" },
        { "index": "11", "name": "DPAD_RIGHT" },
        { "index": "12", "name": "DPAD_DOWN" },
        { "index": "13", "name": "DPAD_LEFT" }

@Brynn There is index 8 missing in your mapping as well, and you have added same index for RS and DPAD_UP. I suppose that the sticks are in 8 and 9 indices, and DPAD_UP is in 10. Can you confirm this again please?
7  Discussions / General Discussions / Re: GLFW Controller Database on: 2016-09-20 04:36:30
@wessles

In your mappings, button index 8 is missing. I suppose it is the guide button? I'll add the mapping to the database if you confirm.

L2 and R2 are not buttons on this controller, but axes from -1 (not pulled at all) to 1 (fully pulled). No buttons are pressed when I pull the trigger.

That's expected for XBOX style gamepads, as triggers are analog buttons, and by design, GLFW represents analog buttons as axes since they have values and not just ON and OFF.

The DPAD is also counted as 2 axes, being either 0, 1, or -1 on each axis.

This is really strange, I didn't expect this, because they are buttons. Maybe XBOX is having analog DPAD or what I don't know, but this is indeed a variation.

Maybe you should have a notes section on the database to track these irregularities?

Yes! I'm working on that. There will be a section explaining the mappings in the README soon. I'll also try to provide some code on creating a class which can load these mappings from files and auto-detect the controller.
8  Discussions / General Discussions / Re: GLFW Controller Database on: 2016-09-19 19:46:00
I got an error.

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Exception in thread "main" com.shc.silenceengine.graphics.opengl.GLException: Unable to compile shader:
Vertex shader failed to compile with the following errors:
ERROR: error(#272) Implicit version number 110 not supported by GL3 forward compatible context
ERROR: error(#273) 1 compilation errors.  No code generated


        at com.shc.silenceengine.graphics.opengl.Shader.compile(Shader.java:91)
        at com.shc.silenceengine.graphics.programs.FontProgram.lambda$1(FontProgram.java:56)
        at com.shc.silenceengine.backend.lwjgl.LwjglFileReader.lambda$3(LwjglFileReader.java:100)
        at com.shc.silenceengine.utils.TaskManager.forceUpdateTasks(TaskManager.java:61)
        at com.shc.silenceengine.core.EventManager.raiseUpdateEvent(EventManager.java:172)
        at com.shc.silenceengine.core.gameloops.FixedTimeSteppedLoop.performLoopFrame(FixedTimeSteppedLoop.java:75)
        at com.shc.silenceengine.backend.lwjgl.LwjglRuntime.start(LwjglRuntime.java:96)
        at com.shc.silenceengine.tests.lwjgl.ControllerTestRun.main(ControllerTestRun.java:38)
AL lib: (EE) alc_cleanup: 1 device not closed


I have fixed that issue. Now using GLSL 330 core for the shaders, thanks for the find. Maybe NVIDIA and Intel are ignoring this. I just uploaded a new download, could you please test it again?
9  Game Development / Newbie & Debugging Questions / Re: Is important to know how to make a game without a Java engine? on: 2016-09-19 16:05:51
Can I ask how old are you now? If you have never done programming before, then my suggestion is to start with simple ones, do something in CLI (Command Line Interface) until you understand core concepts well before stepping into GUI. I suggest you to learn some web technologies and how they works, and after that you can come back to Java and use JavaFX, a web like GUI framework.

I'd not recommend looking into AWT or Swing, which most people do use nowadays. Since you are talking about the future, JavaFX will be the standard by then.

If you just want to make games, then go with an engine seriously. But if you want to understand the concepts, try doing a game first in JavaFX. Or even better, try Processing, as it is a teaching utility nowadays.
10  Discussions / General Discussions / Re: GLFW Controller Database on: 2016-09-19 15:54:44
I just purchased a second hand game pad SPEEDLINK STRIKE here for ₹250/- ($3.74) which is very cheap. It is a PS3 style controller, and identifies itself as SPEEDLINK STRIKE Gamepad in Windows after the drivers. Also added its mappings.

P.S: I'm surprised that its driver also detects my LiveTech joystick also as a SPEEDLINK controller, but both have same mappings. Maybe because both are local made.
11  Discussions / General Discussions / Re: GLFW Controller Database on: 2016-09-18 12:51:58
Thanks a lot @Spasi. Added your mappings to the database as XInputNVShieldController.json
12  Games Center / Contests / Re: JAVA4K GAMES DOWNLOAD on: 2016-09-18 10:18:19
Did you call the init and start methods on the A class?
13  Discussions / General Discussions / Re: GLFW Controller Database on: 2016-09-18 10:16:14
I just uploaded a new version of the ControllerTest, now it can sense controller connect and disconnect events. I also added mappings for my locally found non standard controller with a PS style layout and XBOX style button naming, with 16 buttons and 4 axes for Windows.

GenericWinLiveTechLTPad.json

It looks exactly like the ideal controller that I drawn a few days earlier.



Please post mappings of your controllers guys, it might help someone.
14  Discussions / General Discussions / GLFW Controller Database on: 2016-09-17 17:11:34

GLFW Controller Database


There are a lot of different controller layouts, and even controllers with similar layouts give out different button and axis codes depending on the platform. This is an attempt to create a collection of controller mappings which work with the latest GLFW 3.3 which is used in LWJGL 3.0.1 SNAPSHOT.

All the submitted mappings will be added to this repository at https://github.com/sriharshachilakapati/GLFW-Controller-Database

How to Map controllers


GLFW returns the data as arrays (ByteBuffer and FloatBuffer) in LWJGL, and the button information is found in those arrays. Instead of manually finding the index of the input, I wrote a visual tool which allows to find the indices easily.



Get it at http://silenceengine.goharsha.com/downloads/ControllerTest.jar

Though the tool is made with SilenceEngine, it uses GLFW for input. SilenceEngine is only used to render the info to the screen. The controls are as follows. You can type 0 to 9 to switch between the first 10 connected controllers. You can press + and - keys to look for more.

If your controller is detected as ideal, then it means that there is a mapping already provided by a contributor and is present in the database repo. If not please map it yourself and contribute the details.

What details do we need?


The tool doesn't send any information automatically, it is just for convenience. You have to provide the following details so we can add it to the database.

  • The Operating System that you are using
  • Architecture of your Operating system
  • The real name, make and model of your controller
  • What is it identified as by the tool
  • The number of buttons
  • The number of axes
  • Which button is at which index
  • Which axis is at which index
  • Any other additional information you wish to provide

Thanks in advance for being part of the database construction. All the mappings will be changed to a JSON format, and stored as JSON files in the repository.

Note: This requires Java 8, and mac users need to run it on the first thread. java -XstartOnFirstThread -jar ControllerTest.jar. On other platforms, you can run it with java -jar ControllerTest.jar. All the natives are packed into the JAR.
15  Games Center / Contests / Re: JAVA4K GAMES DOWNLOAD on: 2016-09-17 16:39:02
That might be an issue since the class is obfuscated before decompiling, so the decompiled sources were incorrect. You have to directly use the original class and use my method now, just keep it as applet, and add it to a frame.
16  Games Center / Contests / Re: JAVA4K GAMES DOWNLOAD on: 2016-09-17 15:05:33
Im keep getting erorr and error while compile...post full code please.

Can I ask what did you try? Have you looked at the error? I think it is easy to solve this yourselves.

It took me only ~three minutes to get it running. I think you should try it yourself too.

17  Game Development / Newbie & Debugging Questions / Re: Is important to know how to make a game without a Java engine? on: 2016-09-17 13:26:38
Or as SHC said, don't do games at all

I never said that, I said to work on games after he gains some experience with Java APIs, and specially collections API. It's not that I don't want him to make games. If he wants to make games, then his best choice would be to choose a engine, because it gets the job done quickly.
18  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-17 08:14:09
Here, I took a screenshot of what it said for me. I'm using a Wii U Pro controller set up with xbawks drivers.

http://pasteboard.co/440IuUrea.png

Thanks a lot! Will reach you out soon via PM. I'm now sure that there are different button codes in HTML5 and GLFW versions, even for the same controller.
19  Game Development / Newbie & Debugging Questions / Re: Is important to know how to make a game without a Java engine? on: 2016-09-17 06:05:13
If you have got as far as scripts in GameMaker, then you can easily understand Java, because both are C-like syntaxes. You have to understand the OOP nature, variables and scopes, and the API that you want to use. You also need to learn the collections which you use almost everywhere.

If you want to make games, then it is better to use an engine, because it is what you are used to, and also makes things a lot easier. There are a lot of libraries, but I can recommend LibGDX, PlayN, SilenceEngine (shameless self promotion, I'm the author of SilenceEngine), etc.,

Take a look into the engine of your choice, and start making your game.
20  Game Development / Newbie & Debugging Questions / Re: Is important to know how to make a game without a Java engine? on: 2016-09-17 05:52:24
I don't recommend learning to program via making games, which I did myself. Start to understand the logic first. Before giving any advice, I want to ask you, is Java your first programming language? Or did you have experience in programming in any other language and switching to Java now?
21  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-17 05:34:09
I wrote a mapping utility that allows me to map different controllers based on GLFW.



Will check it with a XBOX 360 Wireless Controller tomorrow.

I quickly made a GWT port using HTML5 GamePad API. Can you please test it with your controllers and report me the details? Make sure you attach a screenshot as well, or note down the name that the test gives you.

http://silenceengine.goharsha.com/tests/#ControllerTest

You can have multiple controllers connected at the same time, use the + and - keys to change the controller number. If the controller is not active, focus on the canvas (click on it) and press any button on your controller.

Thanks in advance! About to export the standalone JAR for desktop systems now.
22  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-16 19:31:24
I wrote a mapping utility that allows me to map different controllers based on GLFW.



Will check it with a XBOX 360 Wireless Controller tomorrow.
23  Games Center / Contests / Re: JAVA4K GAMES DOWNLOAD on: 2016-09-16 14:40:50
I'd write another class which just adds the class to a JFrame. Applets work like this without any restrictions.

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JFrame frame = new JFrame("GTA-4K");

frame.setResizable(false);
frame.setPositionRelativeTo(null);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

Applet applet = new A(); // Assuming this is the class name, haven't checked
applet.setSize(600, 600);

frame.add(applet);
frame.pack();

frame.setVisible(true);

applet.start();
applet.init();

This code is from memory, and it should mostly work. Just change the class name and you will be fine.
24  Java Game APIs & Engines / OpenGL Development / Re: *AMD testing needed!* Vertex cache shenanigans on: 2016-09-12 17:10:50
With the new JAR:

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Batch size test invocations: 32768 / 3145728
Calculated vertex cache batch size: 96

Cache size 1 invocation test: 32768 / 3145728
Cache size 2 invocation test: 65536 / 3145728
Cache size 3 invocation test: 98304 / 3145728
Cache size 4 invocation test: 131072 / 3145728
Cache size 5 invocation test: 163840 / 3145728
Cache size 6 invocation test: 196608 / 3145728
Cache size 7 invocation test: 229376 / 3145728
Cache size 8 invocation test: 262144 / 3145728
Cache size 9 invocation test: 294912 / 3145728
Cache size 10 invocation test: 327680 / 3145728
Cache size 11 invocation test: 360448 / 3145728
Cache size 12 invocation test: 393216 / 3145728
Cache size 13 invocation test: 425984 / 3145728
Cache size 14 invocation test: 458752 / 3145728
Cache size 15 invocation test: 491520 / 3145728
Cache size 16 invocation test: 524288 / 3145728
Cache size 17 invocation test: 557056 / 3145728
Cache size 18 invocation test: 589824 / 3145728
Cache size 19 invocation test: 622592 / 3145728
Cache size 20 invocation test: 655360 / 3145728
Cache size 21 invocation test: 688128 / 3145728
Cache size 22 invocation test: 720896 / 3145728
Cache size 23 invocation test: 753664 / 3145728
Cache size 24 invocation test: 786432 / 3145728
Cache size 25 invocation test: 819200 / 3145728
Cache size 26 invocation test: 851968 / 3145728
Cache size 27 invocation test: 884736 / 3145728
Cache size 28 invocation test: 917504 / 3145728
Cache size 29 invocation test: 950272 / 3145728
Cache size 30 invocation test: 983040 / 3145728
Cache size 31 invocation test: 1015808 / 3145728
Cache size 32 invocation test: 1048576 / 3145728
Cache size 33 invocation test: 3145728 / 3145728

Results:
  Renderer: GeForce GTX 750 Ti/PCIe/SSE2
  Calculated vertex cache batch size: 96
  Cache size: 32
25  Java Game APIs & Engines / OpenGL Development / Re: *testing needed!* Vertex cache shenanigans on: 2016-09-12 14:59:47
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Batch size test invocations: 32768 / 3145728
Calculated vertex cache batch size: 96

Cache size 1 invocation test: 32768 / 3145728
Cache size 2 invocation test: 65536 / 3145728
Cache size 3 invocation test: 98304 / 3145728
Cache size 4 invocation test: 131072 / 3145728
Cache size 5 invocation test: 163840 / 3145728
Cache size 6 invocation test: 196608 / 3145728
Cache size 7 invocation test: 229376 / 3145728
Cache size 8 invocation test: 262144 / 3145728
Cache size 9 invocation test: 294912 / 3145728
Cache size 10 invocation test: 327680 / 3145728
Cache size 11 invocation test: 360448 / 3145728
Cache size 12 invocation test: 393216 / 3145728
Cache size 13 invocation test: 425984 / 3145728
Cache size 14 invocation test: 458752 / 3145728
Cache size 15 invocation test: 491520 / 3145728
Cache size 16 invocation test: 524288 / 3145728
Cache size 17 invocation test: 557056 / 3145728
Cache size 18 invocation test: 589824 / 3145728
Cache size 19 invocation test: 622592 / 3145728
Cache size 20 invocation test: 655360 / 3145728
Cache size 21 invocation test: 688128 / 3145728
Cache size 22 invocation test: 720896 / 3145728
Cache size 23 invocation test: 753664 / 3145728
Cache size 24 invocation test: 786432 / 3145728
Cache size 25 invocation test: 819200 / 3145728
Cache size 26 invocation test: 851968 / 3145728
Cache size 27 invocation test: 884736 / 3145728
Cache size 28 invocation test: 917504 / 3145728
Cache size 29 invocation test: 950272 / 3145728
Cache size 30 invocation test: 983040 / 3145728
Cache size 31 invocation test: 1015808 / 3145728
Cache size 32 invocation test: 1048576 / 3145728
Cache size 33 invocation test: 3145728 / 3145728

Results:
  Renderer: GeForce GTX 750 Ti/PCIe/SSE2
  Calculated vertex cache batch size: 96
  Cache size: 32
26  Games Center / Contests / Re: JAVA4K GAMES DOWNLOAD on: 2016-09-10 16:10:54
I tried using the Java4K launcher and observed the console. It seems that the download is not successful, the applet.php is returning 0 bytes for the above two games.



I tried GTA4K first which is index 280, and then I tried Driver4K which is index 291. And indeed the files 7f and 80 are 0 bytes, they are null files.



I tried to do this two to three times, but I got the same result. I thought let me try a different game. I tried Tilt Maze 4K done by luisoft for 2012 Java4K, and also CrazyBricks4K by @ctomni231 on this forum. Neither of the games were downloaded, they are 0 KB.

So I came to the conclusion that this is a bug in the applet.php file, or might be that the files are unavailable now. I tried ten other games and none of them worked too.

I think we can do nothing about this now, unless appel comes in.
27  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-09 14:57:41
Damn, I wish I could go to NZ and attend NZGDC. Unfortunately, that can only be possible in my dreams...for now.

Don't worry Anuj Rao, let's meet there at some point in the future.  Pointing
28  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-08 15:46:36
I drew a gamepad in Inkscape which I'd like to use in SilenceEngine. Now I'm going to map the different types of gamepads to my gamepad, and I have a cheap gamepad I'm going to map first.



I'd also like to ask you guys if you are willing to help me map your kind of gamepad too. Please PM me in case you are interested.
29  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-07 08:50:08
It looks like you're using JavaFX. How are you going to integrate JavaFX with OpenGL? There's no OpenGLPanel or anything...

I'm not going to include OpenGL display in the editor, the editor just contains the list of actions, the entities and the resources. The scenes are created by either using Tiled map editor, or in case of 3D, we launch the game which lets the user to place the objects with mouse and export to a file which is loaded later.

The game also runs in a separate window, also a separate process. Basically the editor exports to JSON files, and the player (the game player app, or the runner) will load the JSON file and start the game.
30  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-09-03 16:52:34
I got back into making my dream application, a drag and drop game development tool for absolute beginners. Just started an hour ago.



I will be using this as my dream application, and also as the final project for college. I still have one year and eight months to complete this. The good thing is that this will have the ability to create Java sources once done making a prototype for faster development.
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