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1  Java Game APIs & Engines / JOGL Development / Re: It works but don't know why on: 2009-08-03 15:34:08
you are correct. Since it seemed like it works automatically under windows, I just assumed it would be the same under Linux and Mac. I tried this with one of my JOGL apps on my linux box. I'm such a noob.

Too bad the executable java jar won't look in it's own folder for other files. I know it's a security issue behind this but it sure would make life easier if it did.
2  Java Game APIs & Engines / JOGL Development / It works but don't know why on: 2009-08-02 18:06:46
This is going to be an odd question.

A JOGL project knows about the root directory the executable jar file is in. So because of this, any platform specific binary I put in there, it is found and loaded. No problems.

I started a standard java project in netbeans 6.7 to make a simple 2D game that just uses Image and BufferedImage for old fashioned double buffer blitting. I added the java jar and binaries for lwjgl and OpenAL32 to add OpenAl sound. Works fine when running in the NetBeans development environment but the distribution won't load the binaries. It will work from the command line if I pass the root directory via -Djava.library.path=.

So the question is, why don't I have to jump through these hoops when it's a JOGL project? What magic has been done here?
3  Java Game APIs & Engines / Java Sound & OpenAL / Re: Game studders when playing sound on: 2009-07-26 16:46:39
I figured out the problem.

I'm using the "sound system" via Paul's code. I was only using the Java Sound Library. I figured that's all I needed but I added the OpenAL library and that works without studder. Very smooth now.
4  Java Game APIs & Engines / Java Sound & OpenAL / Game studders when playing sound on: 2009-07-26 01:20:30
When playing a midi file for music and wav's for sound effects, it's not really noticeable.

When streaming a wav music file and playing wav sound effects, the game stops for split seconds. The sound effects are even delayed.

I have all wav files sampled to 22 kHz, 16-bit stereo. I was hoping having them all at the same sample rate would help.

Is there a trick to streaming audio for the background music and playing sound effects at the same time?
5  Java Game APIs & Engines / Java Sound & OpenAL / Re: wav vs ogg files on: 2009-07-18 00:36:02
Thanks, that was very informative. Now I know what I'm dealing with.
6  Java Game APIs & Engines / Java Sound & OpenAL / Re: wav vs ogg files on: 2009-07-17 18:29:04
Thanks for the info.

So I guess ogg are compressed files.
7  Java Game APIs & Engines / Java Sound & OpenAL / wav vs ogg files on: 2009-07-17 17:52:07
Does it make any difference which file format to use for music or sound? I'm not familiar with the ogg file format.
8  Java Game APIs & Engines / Java Sound & OpenAL / Re: 3D Sound Engine on: 2009-07-17 17:49:26
I have your "Sound System" running. Works great and real easy to use.

For my needs, I'll just stay with Java Sound playing wav files. Sounds good to me and I don't need anything too fancy.

Thanks for the hard work!
9  Java Game APIs & Engines / Java Sound & OpenAL / Re: no 64-bit binaries on: 2009-07-17 12:15:08
I'm just looking for a solution that covers most bases. Since I have Vista 64 on my game machine, It would definitely be something I would like to support.

I'll take a look at the above suggested libraries.
10  Java Game APIs & Engines / Java Sound & OpenAL / no 64-bit binaries on: 2009-07-16 12:34:03
I don't see any 64-bit binaries for Windows or Linux. Any chance these will be supported?
11  Java Game APIs & Engines / JOGL Development / Re: Announcing: joglutils project on: 2009-07-09 19:42:50
This all sounds very exciting! I'm hoping some day I'll be able to load a model with bone animations and be able call the animations from my code. As far as 3D programming goes, bones and shaders are the two things I haven't been able to wrap my brain around.
12  Java Game APIs & Engines / JInput / Re: Question about xbox 360 controller on: 2009-07-07 22:51:23
I did some testing and the Z Axis 360 controller doesn't provide any data and it works fine using the ry and rx. odd.
13  Java Game APIs & Engines / JInput / Question about xbox 360 controller on: 2009-07-07 21:35:11
I hooked up all my controllers and output all the component information as well as rumble test.

One thing I find interesting is the 360 controller is considered a gamepad but the Logitech is considered a stick even though both controllers are almost identical. The rumbler doesn't show up for the 360 controller and the triggers don't show up as buttons.

The thing that really got me puzzled is the Y Rotation, X Rotation and the Z Axis for the 360 controller. The controller has two analog sticks but we have three different things to read from the second stick. This is assuming X Axis and Y Axis is for the first analog stick.

Should I just ignore the Z Axis on the 360 controller?

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Gamepad controller: Controller (Xbox 360 Wireless Receiver for Windows), Gamepad
  Component: Y Axis, y
  Component: X Axis, x
  Component: Y Rotation, ry
  Component: X Rotation, rx
  Component: Z Axis, z
  Component: Button 0, 0
  Component: Button 1, 1
  Component: Button 2, 2
  Component: Button 3, 3
  Component: Button 4, 4
  Component: Button 5, 5
  Component: Button 6, 6
  Component: Button 7, 7
  Component: Button 8, 8
  Component: Button 9, 9
  Component: Hat Switch, pov

Gamepad controller: Logitech Dual Action, Stick
  Component: Z Rotation, rz
  Component: Z Axis, z
  Component: Y Axis, y
  Component: X Axis, x
  Component: Hat Switch, pov
  Component: Button 0, 0
  Component: Button 1, 1
  Component: Button 2, 2
  Component: Button 3, 3
  Component: Button 4, 4
  Component: Button 5, 5
  Component: Button 6, 6
  Component: Button 7, 7
  Component: Button 8, 8
  Component: Button 9, 9
  Component: Button 10, 10
  Component: Button 11, 11
[code]
[/code]
14  Java Game APIs & Engines / JInput / Re: Another jinput webstart question on: 2009-07-07 21:11:05
I appreciate the help. You've all been very kind.
15  Java Game APIs & Engines / JInput / Re: Another jinput webstart question on: 2009-07-07 12:52:55
Thanks, that's what I was wondering.

I've been spoiled by JOGL because it handles everything in the background. This also added to my confusion because I didn't know where this stuff was coming from or if it was just automatic.

Looks like I need an SSL Certificate on my web site just to sign my jar files. I've had to buy them in the past and they are a real pain to keep up with. As cool as web start seems on the surface, it's looking to be more painful then it's worth. Seems to be more practical to just package each game in it's native, downloadable installer. Since all I want to do is make free games, I may not need to go that far.
16  Java Game APIs & Engines / JInput / Re: JInput intro on: 2009-07-06 23:13:14
I keep finding myself refering to these three threads, so I'm going to place them here and hope that some mod will mark this topic as sticky.

Hi
  There are 3 threads that will probably be of interest on these boards.

This one deals with the layout of the jars and native libraries if you are just distributing the files.
This one deals with the properties that jinput has that allow you to override where it looks for the plugin jars and native libs. And this one deals with jinput with webstart.

HTH

Endolf

The links are broken. I was wondering if these links would answer my questions.
17  Java Game APIs & Engines / JInput / Re: Another jinput webstart question on: 2009-07-06 21:01:18
I see. That needs to be added to the app's jnlp file and those jar's hold the native binaries. Got it.

Here's the next dumb question. I assume I need these native jars on my web site. Are these jars available some where or do I need to jar the binaries myself?

Sorry for being such a noob.
18  Java Game APIs & Engines / JInput / Re: Does JInput work with web start? on: 2009-07-06 17:25:53
no problems at the moment. Just making sure I understand how this all works in relation to the platform specific binaries and web start. I just started adding jinput to my game template so I just want to make sure I got all my ducks in order.

Thank you again for your time and hard work.
19  Java Game APIs & Engines / JInput / Another jinput webstart question on: 2009-07-06 17:08:27

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  <resources os="Windows" arch="x86_64 x86">
    <nativelib href="jinput-windows-native.jar"/>
  </resources>
  <resources os="Linux" arch="i386 ia64 x84_64">
    <nativelib href="jinput-linux-native.jar"/>
  </resources>
  <resources os="Mac OS">
    <nativelib href="jinput-osx-native.jar"/>
  </resources>


Do these jar files hold the native dll's and such? The latest JInput binaries has one jar file with all the os related code in it. Just confused as to what these are for.
20  Java Game APIs & Engines / JInput / Re: Does JInput work with web start? on: 2009-07-06 14:33:19
yes, I should know better. My apologies. I jumped the gun.

Since that thread dates back to 2003/04, I'm sure everything is working.

Thank you for your hard work.
21  Java Game APIs & Engines / JInput / Does JInput work with web start? on: 2009-07-05 23:07:07
I don't really understand the magic behind the scenes but I got my simple JOGL app to run via web start. Since web start only downloads jar files, it must be getting the platform specific binaries from somewhere.
22  Discussions / General Discussions / Webstart and signing your jar files on: 2009-07-04 19:33:19
If you're making a game that at the most will save the current game state somewhere (haven't crossed that bridge yet), do you still need to set "all-permissions" in your jnlp file?

Can you bypass the whole signing part if "all-permissions" are not set? What would go in it's place?
23  Java Game APIs & Engines / JOGL Development / Re: Can't seem to load the art with webstart on: 2009-07-04 16:29:14
Holly cow, that worked!!

Thanks you sooooo much. I would have never guessed that is what I needed to do.

I made a web start and "bam", it also runs on my linux box. I assume it will run just as easily on a Mac.
24  Java Game APIs & Engines / JOGL Development / Can't seem to load the art with webstart on: 2009-07-04 03:28:16
For my test code I have my image files in the programs jar file. This normally load fine with the below call...

getClass().getClassLoader().getResource("game_art/front.png").getPath()

but when I enable the webstart, the file path is not the same and it errors on loading the file. Everything else seems to work fine up to this point.

Is there a special way to load your game resources from the java jar when doing a webstart?
25  Java Game APIs & Engines / OpenGL Development / Re: LWJGL noob questions on: 2009-07-03 22:52:38
Thank you!
26  Java Game APIs & Engines / OpenGL Development / LWJGL noob questions on: 2009-07-03 17:18:45
I would like to give LWJGL a try. Can someone point me to a simple starter game or example? Doesn't look like there is any type of wiki running at the moment.

I assume with the native binaries I would need to setup a compiler on each of the platforms to compile my game. I assume this is C++ to go this route.
27  Java Game APIs & Engines / JOGL Development / Re: What do you guys use for your Hi-rez timers? on: 2009-07-03 16:20:30
I see now. Thanks for the info!
28  Java Game APIs & Engines / JOGL Development / Re: What do you guys use for your Hi-rez timers? on: 2009-07-03 14:09:01
I use LWJGL's timer.

Wouldn't that be a wrapper for a timer that's currently available?
29  Java Game APIs & Engines / JOGL Development / What do you guys use for your Hi-rez timers? on: 2009-07-02 23:54:57
I stumbled upon
import sun.misc.Perf;

because it allows me to get the frequency.
Perf.getPerf().highResFrequency()

Here's the timer call...
Perf.getPerf().highResCounter();

This seems to work fine when running my app in Windows, Mac and Linux.

In the new NetBeans IDE 6.7 it displays the below warning about using this library.
warning: sun.misc.Perf is Sun proprietary API and may be removed in a future release

So I'm not sure if i should be concerned.

I was trying to use System.nanoTime() but there's no call to get the frequency. Need the frequency so that the timing is consistent across os's and platforms.

Is anyone using a different timer system?
30  Java Game APIs & Engines / Java 3D / Re: Java3D, JMonkeyEngine, LWJGL and Xith3D on: 2009-07-02 21:24:38
Thanks you so much for the info! Now I understand.

I may have to take a closer look at LWJGL. I started developing a small game using JOGL and JInput but I know I'll be adding OpenAL in the near future.
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