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1  Game Development / Newbie & Debugging Questions / Re: New vector from known angle on: 2014-04-15 14:30:02
I bet there is some nice bounce function around..
A while ago i made one from a known bounce math formula.

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public static Vector2f CalcBounce(Vector2f vect, Vector2f surfacenormal, float bounce){
        float add = Vector2f.dot(vect, normal);
        return new Vector2f(bounce * (-2f * add * normal.x + vect.x), bounce * (-2f * add * normal.y - vect.y));
}


vect = xspeed / yspeed;
surfacenormal = normal of the surface
bounce = bounce of object, with this you can play with different material types (speeding up / slowing down).

2  Games Center / WIP games, tools & toy projects / Re: SCREENSHAKE: SixtyGig - Open World Retro RPG. on: 2014-04-14 21:42:17
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public void screenShakeTest() throws SlickException{


What would generate a SlickException then?

And why dont you use something like this: (not tested)
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   public void screenShakeTest(){
        screenShake += 1;
     
         mapX += screenShake <= 4 ? shakeAmount : -shakeAmount;
         mapY += screenShake <= 4 ? shakeAmount : -shakeAmount;

         if(screenShake %8 == 0){
             screenShake  = 0;

             if (shakeDirection){
                shakeAmount += 1;
             }else{
                shakeAmount -= 1;
             }
         }

      if (shakeAmount >= 4){shakeDirection = false;}
      if (shakeAmount <= 0){shakeDirection = true;}
   }
3  Discussions / Miscellaneous Topics / Re: What are Anti-Virus Developers Protecting us From? on: 2014-04-14 15:06:42
Just add some nice firewall so they cant call home without permission.
Its what i have been doing for several years now.
If you are paranoid, just disable everything except a white list of applications, some clicking at the start but you will immediately notice something strange popping up.
4  Discussions / General Discussions / Re: Libraries You Wish For on: 2014-04-06 23:31:53
Got loads of static helper classes like this:

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public static float fastAbs(final float f)
    {
        return f >= 0.0f ? f : -f;
    }

    public static double fastAbs(final double d)
    {
        return d >= 0.0D ? d : -d;
    }

    public static long fastAbs(final long d)
    {
        return d >= 0l ? d : -d;
    }

    public static float clamp(float value)
    {
        if (value > 1.0f)
            return 1.0f;
        if (value < 0.0f)
            return 0.0f;
        return value;
    }

    public static float clamp(float value, float min, float max)
    {
        if (value > max)
            return max;
        if (value < min)
            return min;
        return value;
    }


Also got some class with fast sin/cos functions and float pi consts
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public static final float PIf=(float)Math.PI, PI2f=2*PIf, PI05f=0.5f*PIf, PI025f=0.25f*PIf, PI075f=0.75f*PIf, PI15f=1.5f*PIf;
5  Discussions / General Discussions / Re: Creating dev team Java 2d!! on: 2014-04-06 14:53:11
Its like google docs for eclipse.
I only dont see the value in it.

You should use github or something similar and let very member do its thing accompanied with his own task on a todo list.
6  Discussions / General Discussions / Re: Creating dev team Java 2d!! on: 2014-04-04 20:12:40
am creating a team right now not a game -.- after i have a team then team dicides what to do and it said we do 2d top down , and 2d platformer

You have nothing to offer, so you better start making something to offfer Tongue
7  Discussions / Miscellaneous Topics / Re: new computer purchase advice on: 2014-04-04 19:30:48
Cheapest would be to buy someones second hand gaming computer, but i understand this is no fun.
Second would be to buy the components separately on the web and assemble then (or make a friend do it for you).
Then complete desktops web
Then complete desktops retail.


8  Discussions / General Discussions / Re: Creating dev team Java 2d!! on: 2014-04-04 19:24:48
I have a tip for your 3rd try of making a team after this one fails...

1. Think of a interesting concept to create.
2. Create a prototype thats interesting enough to engage people with your idea.
3. Tell people how its made and ask if someone is interested to join you in this concept.
4. If more then 2 people are interested, then start with your demands Smiley
9  Discussions / Miscellaneous Topics / Re: Pointed pepper seeds on: 2014-03-31 15:42:36
Did you dry the seeds before planting?
Otherwise they will get moldy and die.
10  Games Center / WIP games, tools & toy projects / Re: Procedural 2d Pixel Vessels / Space Ships on: 2014-03-10 16:03:07
Dude, don't hijack this thread Sad
11  Games Center / WIP games, tools & toy projects / Re: SixtyGig - Open World Retro RPG. on: 2014-03-10 15:58:46
Whow, isnt it a bit early for now?
12  Games Center / WIP games, tools & toy projects / Re: Procedural 2d Pixel Vessels / Space Ships on: 2014-03-09 20:57:57
Very nice!
Cool to see the progress you have made since last year.
13  Java Game APIs & Engines / OpenGL Development / Re: LWJGL Shadow mapping on: 2014-03-07 12:31:35
Thank you for your information.

I think i am calculating the light matrix wrong, do you want to elaborate this?
Also, i how do i build the matrix to project the (depth) texture on the scene?
14  Games Center / WIP games, tools & toy projects / Re: BrickBroken - Break brick game by SLDT on: 2014-03-04 23:27:31
Im sorry to make you angry, it was not ment as offensive as it may have sounded.
Indeed nobody want to build your game or create graphics, but you could find some free texures and such to use.
The only thing your potential users want is to be enthertained.

What i ment when i said nobody cares about performance, was that as long the cpu / gpu fans are blazing as hell and the game is not lagging, performance does not matter for the end user.
Same with stability, if noone has crashes or glitches, its ok.

I was trying to say, i only see fixes and features not directly affecting gameplay. That makes me lose interest, and i bet many others.
Im sorry if i came over harsh, i cant express myself very well in english (second languane).
Destroying your game would only harm yourself and your work, so please dont do that because of me. Just keep doing what you like to do.

I have to be honest, i never played your game, i cant even start it up sadly enough (launcher gets stuck).
15  Java Game APIs & Engines / OpenGL Development / Re: LWJGL Shadow mapping on: 2014-03-04 21:31:03
Please, does noone have a idea?
16  Games Center / WIP games, tools & toy projects / Re: BrickBroken - Break brick game by SLDT on: 2014-03-04 20:05:57
Dont worry you have none to verry little chance someone is interested in your level editor.

We keep trying to tell you to focus on your game and make something nice.
First you need to get the attention of users, and when they are listening, only then you could try influencing them to do stuff.

Your updates so far only show stuff noone cares about:
- Github stuffs
- First codes for container and inventory management
- First codes about gui container system
- More stable game
- Library upgrade : no longer slick-util, no longer ibxm, upgraded LWJGL v2.9.1 to LWJGL v2.9.2
- Performence improvement !
- First realease of the new chat management (new features, better display, color formating) !

Please fix your game, add some nice backgrounds / gameplay / powerups / particle effects and such.
Then make a screenshot or small screen capture with a download link (best to do this in a new wip).
I guarantee you will get some more comments then, this thread is kinda dead at the moment.
17  Java Game APIs & Engines / OpenGL Development / LWJGL Shadow mapping on: 2014-03-03 23:55:26
Hello guys,

Im working at an 3d strategy game at the moment, where i would like to add shadows.
Im trying to implement this for the third time now, but i keep getting nothing.
Could anyone please help me?

I already have tryed to create some kind of buffer texture:
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    public FrameBufferObject3D(int texturew, int textureh){
        width = texturew;
        height = textureh;
       
        FBOId = glGenFramebuffers();
        biasMatrix.load(bM);
               
        createTexture();    
        glBindFramebuffer(GL_FRAMEBUFFER, FBOId);
        glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, textId, 0);
        glDrawBuffer(GL_NONE);
   glReadBuffer(GL_NONE);
       
        int framebuffer = glCheckFramebufferStatus(GL_FRAMEBUFFER);
        switch ( framebuffer ) {
                case GL_FRAMEBUFFER_COMPLETE:
                        break;
                case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
                        throw new RuntimeException( "FrameBuffer: " + FBOId
                                        + ", has caused a GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT exception" );
                case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
                        throw new RuntimeException( "FrameBuffer: " + FBOId
                                        + ", has caused a GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT exception" );
                case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
                        throw new RuntimeException( "FrameBuffer: " + FBOId
                                        + ", has caused a GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT exception" );
                case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
                        throw new RuntimeException( "FrameBuffer: " + FBOId
                                        + ", has caused a GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT exception" );
                default:
                        throw new RuntimeException( "Unexpected reply from glCheckFramebufferStatusEXT: " + framebuffer );
        }
       
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
    }
   
    private void createTexture(){
        textId = TextureLoader.createTextureID();
       
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, textId);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, (ByteBuffer)null);
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
    }

    public void Bind(){
        if(updatelight){
            glLoadIdentity();
            glPushMatrix();
                Vector3f l = (Vector3f)new Vector3f(Panel.getLightPos()).negate();

                glLoadIdentity();
                glOrtho(-10,10,-10,10,-10,20);
                lightbuffer.position(0);
                glGetFloat(GL_PROJECTION_MATRIX, lightbuffer);
                projectionMatrix.load(lightbuffer);
               
                GLU.gluLookAt(l.x, l.y, l.z, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);
                lightbuffer.position(0);
                glGetFloat(GL_MODELVIEW_MATRIX, lightbuffer);
                lightMatrix.load(lightbuffer);

                shadowMatrix.load(Panel.getProjection());
                shadowMatrix.mul(lightMatrix);

                biasshadowMatrix.load(Panel.getProjection());
                biasshadowMatrix.mul(lightMatrix);
            glPopMatrix();
            updatelight = false;
        }      
       
        glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FBOId);
       
        glPushAttrib(GL_VIEWPORT_BIT);
        glViewport( 0, 0, width, height);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    }


Im sure this is a mess, as i understand only little about it.
My problems are starting with generating the correct matrices:
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                shadowMatrix.load(Panel.getProjection());
                shadowMatrix.mul(lightMatrix);

                biasshadowMatrix.load(Panel.getProjection());
                biasshadowMatrix.mul(lightMatrix);


I need one matrix to transform the models to the light view (a vec3 with position).
Second, i would need a matrix to map the buffer on the model.

Im sorry for the mess, thanks in advance.
18  Discussions / General Discussions / Re: Making side money from adfly links. on: 2014-03-03 22:57:46
Also you are making some strange assumptions.
You are talking about views and clicks, i think you only mean clicks.

At websites with relevant content / adds the ctr (click trough rate) is like 0.01%, but with time passsing, users get more and more "add blind" making it more like 0.001%.
On a forum, the ctr would be the lowest possible on post adds.
So this will earn you around 1 or 2 clicks every post IF you are lucky.
Is it really worth the garbage?

19  Games Center / Showcase / Re: K.E.V - Finnished on: 2014-02-23 22:34:04
I just cant believe this took you two years, no offence intended but i honestly think i could program a game exactly the same in less than a week with all those future ideas implemented.

Looks cool though mate, good job Smiley

Its easy to copy any idea with much less of the original effort.
Creating something from scratch takes time as it goes trough multiple stages.
Anyhow, you should never tell someone 'I can do this better' just for the fun.

Funny images, however i notice multiple strange glitches, you should test your game some more before you say its finished.
20  Games Center / WIP games, tools & toy projects / Re: SixtyGig - Open World Retro RPG. on: 2014-02-22 19:49:51
Seems great, cant wait till its out Smiley.
How far are you on fighting yet? This kinda makes or breaks the game i think.
21  Java Game APIs & Engines / Engines, Libraries and Tools / Re: How do I use a Matrix4f as a camera? on: 2014-02-19 14:38:42
Thats because you dont use the view matrix.
If you want to use this, you should convert the matrix to a float buffer and upload it like this:
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GL11.glLoadMatrix(viewbuffer);


However putting everything into the opengl state is depricated, you should use shaders instead (then you would have known the camera matrix is not passed).
22  Java Game APIs & Engines / Engines, Libraries and Tools / Re: How do I use a Matrix4f as a camera? on: 2014-02-19 09:59:18
Thats why LWJGL is called a low level library, you have to do everything yourself.
When you have a Matrix4f, you need to send this matrix to an shader and apply the transformations there.

To set x,y,z in a matrix, you could simply do this:
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    public void Move(float x, float y, float z){
        m03 = x;
        m13 = y;
        m23 = z;
    }
23  Game Development / Newbie & Debugging Questions / Re: [Math/Geometry/Mesh-Generation] Planetary Surface on: 2014-02-16 21:39:53
Oh oke, i thought you were further and i wanted to save you from the same mistake as me Smiley.

Looks clean im using something like this (kind of an abdomnation already):

//Parent quadsphere
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public QuadSphere(Planet parent){
        this.parent = parent;

        Orientation[] vals = Orientation.values();
        chunks = new QuadSphereChunk[vals.length];
        for(int i = 0; i < vals.length; i++){
            chunks[i] = new QuadSphereChunk(this, vals[i].getStartPos(parent.getSize()/2), parent.getSize(), vals[i]);
            chunks[i].setChunk();
        }
    }


//The 6 sides of the cube (behaves like an quad tree each).
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public void setChunk(){
        if(texture == null && planetque == null){
            planetque = PlanetFactory.Instance.addQue(parent.getPlanet(), this, parent.getTextSize(), orientation, textoffset, size);
        }
    }
   
    public void TextureReady(){
        if(parent != null){
            texture = planetque.getHeightMap();
            splattexture = planetque.getSplatMap();

            vbo = new VertexBuffer();
            Build(vbo, 4, parent.getSize(), parent.getSize() / size);

            vbo.addVertexbufferAttrib(new VertexbufferAttrib("vert", GL_FLOAT, 3, SH_PLANET.getAttribLoc("vert")));
            vbo.addVertexbufferAttrib(new VertexbufferAttrib("text", GL_FLOAT, 2, SH_PLANET.getAttribLoc("text")));
            vbo.Create();

            planetque = null;
        }
    }

private void Build(VertexBuffer vbo, int depth, float w, float factor){
        if(depth > 0){
            Split();
            children[0].Build(vbo, depth-1, w, factor);
            children[1].Build(vbo, depth-1, w, factor);
            children[2].Build(vbo, depth-1, w, factor);
            children[3].Build(vbo, depth-1, w, factor);
        }else{
            TrianglePoint_Planet c1, c2, c3, c4;
            Vector3f p1, p2, p3, p4;
            Vector2f text1 = new Vector2f(), text2 = new Vector2f(), text3 = new Vector2f(), text4 = new Vector2f();
            p1 = (Vector3f)new Vector3f(pos1).normalise().scale(parent.getSize());
            p2 = (Vector3f)new Vector3f(pos2).normalise().scale(parent.getSize());
            p3 = (Vector3f)new Vector3f(pos3).normalise().scale(parent.getSize());
            p4 = (Vector3f)new Vector3f(pos4).normalise().scale(parent.getSize());
           
            float center = 0.5f*factor;
            Vector2f.add((Vector2f)orientation.getMask2D(pos1).scale(1f/w*factor), new Vector2f(center, center), text1);
            Vector2f.add((Vector2f)orientation.getMask2D(pos2).scale(1f/w*factor), new Vector2f(center, center), text2);
            Vector2f.add((Vector2f)orientation.getMask2D(pos3).scale(1f/w*factor), new Vector2f(center, center), text3);
            Vector2f.add((Vector2f)orientation.getMask2D(pos4).scale(1f/w*factor), new Vector2f(center, center), text4);
           
            int minx = (int)SimpleMath.min(text1.x, text2.x, text3.x, text4.x);
            int miny = (int)SimpleMath.min(text1.y, text2.y, text3.y, text4.y);
            Vector2f sub = new Vector2f(minx, miny);
            Vector2f.sub(text1, sub, text1);
            Vector2f.sub(text2, sub, text2);
            Vector2f.sub(text3, sub, text3);
            Vector2f.sub(text4, sub, text4);
           
            c1 = new TrianglePoint_Planet(p1, text1);
            c2 = new TrianglePoint_Planet(p2, text2);
            c3 = new TrianglePoint_Planet(p3, text3);
            c4 = new TrianglePoint_Planet(p4, text4);
           
            triindex = vbo.addTriangle(c1, c2, c3).getID();
            vbo.addTriangle(c3, c4, c1);
        }
    }

    private void Split(){
        if(children == null){
            float newsize = size/2;

            Vector3f p2 = Vector3f.add(pos1, (Vector3f)Vector3f.sub(pos2, pos1, null).scale(0.5f), null);
            Vector3f p3 = Vector3f.add(pos1, (Vector3f)Vector3f.sub(pos3, pos1, null).scale(0.5f), null);
            Vector3f p4 = Vector3f.add(pos1, (Vector3f)Vector3f.sub(pos4, pos1, null).scale(0.5f), null);

            children = new QuadSphereChunk[4];
            children[0] = new QuadSphereChunk(parent, pos1, newsize, orientation);
            children[1] = new QuadSphereChunk(parent, p2, newsize, orientation);
            children[2] = new QuadSphereChunk(parent, p3, newsize, orientation);
            children[3] = new QuadSphereChunk(parent, p4, newsize, orientation);
        }
    }


Then there is also a factory to generate textures on a que.
As you can see an face only splits 4 times = 16 quads drawn, the texture fixes the rest.
24  Game Development / Newbie & Debugging Questions / Re: [Math/Geometry/Mesh-Generation] Planetary Surface on: 2014-02-16 21:22:07
-Snip.ToGetRidOfQuoteLimit-

I already get LOD by using a QuadTree and building meshes for the Terrain-Patches.
What you propose makes sense if I where to do some Terrain-effects on the GPU instead of pre-calculating them.

Or did I understand your post wrong and you mean something else?

- Longor1996

Yeah, this way is also pre calculated (and brings some extra options for gpu animations yes).
I dont know how your planets are looking, but with textures (splat mapping) you can generate much more detail with much less triangles.
I have tested both, and textures are much better in performance as in memory, an additional benefit is that textures are easily stored and edited.

Also how are you sending terrain data to the shader?, i guess some extra bytes with the triangles, whether its dirt, grass or something else.
This will also make your buffers very big and ugly.
Im curious about how you are implementing this.
25  Game Development / Newbie & Debugging Questions / Re: [Math/Geometry/Mesh-Generation] Planetary Surface on: 2014-02-14 14:57:04
You could also use method 2, with splat textures.
This allows you to have some lod (what means you can implement infinite zoom/details theoretically).

1. Generate cube with x points (devide every side in x squares, for example 32 quads each side) with normal texture coordinates.
2. Normalise every point.
3. Generate texture with noise, mapping heigt on 1 channel (for example red).
4. In the vertex shader, do something like:
1  
2  
3  
4  
    float height = texture(heightmap, textcoord).r;

    vec4 vec = vec4(vert * (1+height), 1.0);
    gl_Position = projection * matrix * vec;

5. In the fragment shader, do the same with the terrain textures (you got 3 channels left on your splatmap)
6. ??
7. Profit

26  Games Center / WIP games, tools & toy projects / Re: Xcylin: A sci-fi open world voxel game. on: 2014-02-13 23:57:24
Water should simultaneously flow to the bottom and right, now the vertical flows faster then horizontal, maybe you could speed one up or slow the other down.
To overcome the tessellation problem, you could create a flowing (opaque) effect, so you have less updates when water changes place.
27  Games Center / WIP games, tools & toy projects / Re: BrickBroken - Break brick game by SLDT on: 2014-02-13 23:49:48
It would be a waste of money, so you could better spend this on nicer stuff.
Forget about the website, domain and hosts, just focus on what you want to build.
Nobody is going to care whether it has a fancy file host or website, we (and future customers) just want to be entertained.

Try to forget all complicated stuff for now and focus on the things that is really bothering most of us. Protocols and network problems are not really engaging us to play your game. It would be better to tell us you have 5 new levels or some fancy ball particle effects (with images) and you will certainly get more comments and testers. I know networking is important for you, but see that more as an future extension of your game.

Try to start over, just implement the basics and finetune these (most of the people here are very helpfull with that).
When this is done, then you should start thinking about expanding it wth multiplayer.
After testing this concept, you should be ready to decide if you need a website, host, etc.
28  Games Center / Showcase / Re: Fappy Bird on: 2014-02-10 20:51:37
Just imagine what happens when you walk trough a poor country street with arms full of money.
His life would be a hell with all the new "friends" asking for help.
29  Games Center / WIP games, tools & toy projects / Re: Wilderness To Home: The Basics on: 2014-02-10 20:19:45
Depends on the playstyle of your game.
30  Games Center / Showcase / Re: Fappy Bird a Flappy Bird clone on: 2014-02-10 20:00:24
This guy got crushed under his own success.
Dont worry about lawsuits, hes way to busy picking his life up.
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by Longarmx
2014-04-08 03:14:44

Good Examples
by matheus23
2014-04-05 13:51:37

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2014-04-03 15:48:46

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