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1  Game Development / Shared Code / TagParse - Lightweight Parser for HTML-style documents. on: 2014-04-07 23:20:35
Hello everyone!

I wanted to get off of my main-project for a day, and decided I should try again to code a HTML-parser.
The result is a small bunch of class-files, that can read HTML/XML-style documents.

This entire thing was coded up within about 5 hours, so you may encounter some bugs when using it.
Note that I don't really have a plan for sanity-checking, so if your document contains a formatting/syntax-error, the parser will likely crash without telling you what exactly went wrong.

The code is avaible on GitHub.
https://github.com/Longor1996/TagParser/



Update (08.04.2014/17:08):
I fixed some bugs and added a documentation. Also put together a '1.0'-release.
Now you can include the TagParser-library in any application.
This should make it easier to try it out.
Also, excuse me for the bad grammar and writing I put up here yesterday.
I really shouldn't post anything when I'm half asleep.



Feedback/Suggestions/Critics/etc. are welcome.

Have a nice day!

- Longor1996
2  Discussions / General Discussions / Re: What do you do to cut development time? on: 2014-04-02 16:52:43
I cut corners with a corner-cutting machine!

Just leave out unimportant features (graphical gimmicks and the like), then implement them later.

- Longor1996
3  Games Center / Featured Games / Re: FarSky on: 2014-03-23 13:22:29
The game looks even more awesome!
I would love to play it, but I don't have the money right now.

Also, will you ever work on Overbind again?
4  Discussions / General Discussions / Re: Best lwjgl game graphically? on: 2014-03-21 13:05:16
I dont rate Graphics on the amount of pixels and special-effects, but rather after the 'Perfection' of the graphics.
And thus I think the Java-games with the best Graphics are:
- FarSky
- Minecraft

Have a nice day.

- Longor1996
5  Java Game APIs & Engines / Engines, Libraries and Tools / Re: overlapping/combinign textures on: 2014-03-18 19:13:53
You definitively CAN draw multiple shapes with a single VBO.
Who told you that you can't draw multiple things with a single VBO?
Even though I am not using VBO's (and never did), I do know for sure that you can draw as many rectangles as you want with them.

- Longor1996
6  Java Game APIs & Engines / Engines, Libraries and Tools / Re: overlapping/combinign textures on: 2014-03-17 14:32:40
What you wan't can be done in two ways.

1. Use a spritesheet! (easy)
2. Use a pre-combined texture.

The first is easy:
Take all of the textures and stuff them into a single big texture, and also store somewhere (somehow) where your textures in the big texture are located and how much space they take, or in easy words, just store their texture-coordinates (min-X Y, max-X Y).

Then just bind the big texture and access the single textures in the big one using simply their texture-coordinates.
As I said, its easy.

The second one is not so easy:
1. Take all of your single textures.
2. Find ALL combinations your textures will have.
3. Create a new texture for each combination... (This is the part where all the smart people *facepalm*)
4. And combine the texture in memory into the new ones.
5. Huh
6. Draw the whateverything using your 'combined' texture.

Do what you wan't! Smiley

Have a nice day.

- Longor1996
7  Discussions / General Discussions / Re: Making everything by yourself. And loving it! on: 2014-03-10 20:39:12
libraries that do the essentials that I'm not too interested in (i.e. LWJGL doing low-level bindings) leaving me free to do the part of making games where I can have fun, be productive and flexible (e.g. making my own shaders but not writing my own C interfacing code).

That is exactly what I am doing all the time. I love to tweak/tinker around with LWJGL, and incrementally developing my engine.

My workflow is basically this:
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+ Find a interesting topic.
+ Learn about the topic.
+ Make a bunch of prototypes about the topic.
+ Clean the best prototype up...
+ Push  it into my game-engine.


By doing so I got a few dozen ten-thousand (FEW * 12 * 10000) lines of code.
Numbers could be off by +- a zero.
Gotta go and let the code-line-counter application run through my workspace!

Have a nice day!

- Longor1996
8  Discussions / General Discussions / Re: What are your brainstorming techniques? on: 2014-03-06 18:47:05
Writing a hell-of-a-lot of random stuff into my (analog, not digital) Note-Book.
Hundreds of pages of random (and possibly damn awesome) ideas.

- Longor1996
9  Games Center / Cube World Projects / Re: Block Game with LWJGL on: 2014-03-06 16:52:42
How are you handling your chunks?
What kind of data do they actually hold?
How many of them are there in your game?
Is there dynamic chunk-loading?

Tell us about your game, then we might be able to help you.

Have a nice day!

- Longor1996
10  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL - Collision problem. on: 2014-03-04 21:33:39
I meant.

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position.x + nextPos.x * moveSpeed


How can I calculate
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 nextPos.x 
?

You have to calculate the velocity of your players bounding-box into the given Voxels bounding-box you are checking for collision, reducing the velocity on each axis for every voxel-collision so you don't go trough any block.

Super-Pseudocode:
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LIST<Voxels> nearbyVoxels = world.getNearbyVoxels(PLAYER_COLLISION_RANGE);
BOX playerBounds = ???;
VEC3 playerVelocity = ???;

for_each SPATIAL_AXIS [+-X,+-Y,+-Z]
{
  for_each VOXEL in nearbyVoxels
  {
    BOX voxelBounds = ??get boundingbox from given voxel??;
   
    (( the per-Axis difference method is applied here, using the velocity on the given spatial axis, the player-boundingbox, and the voxels boundingbox ))
   
  }
}


Actual Code:
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vec3 playerPos = ...;
vec3 playerVelocity = ...;


// Check for all collisions on the Y-Axis.
for_each VOXEL in PLAYER_SURROUNDINGS
{
  playerVelocity.y = VOXEL.?.boundingBox.getYOffset(playerVelocity.Y);
}


// Check for all collisions on the X-Axis.
for_each VOXEL in PLAYER_SURROUNDINGS
{
  playerVelocity.x = VOXEL.?.boundingBox.getXOffset(playerVelocity.x);
}

// Check for all collisions on the Z-Axis.
for_each VOXEL in PLAYER_SURROUNDINGS
{
  playerVelocity.z = VOXEL.?.boundingBox.getZOffset(playerVelocity.z);
}

playerPosition += playerVelocity * moveSpeed;


Difference Method:
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    public double getXOffset(AABB3D playerBoundings, double movementOnX)
    {
        if ((aabb.b.y <= this.a.y) || (aabb.a.y >= this.b.y))
         return movementOnX;

        if ((aabb.b.z <= this.a.z) || (aabb.a.z >= this.b.z))
         return movementOnX;

        if ((movementOnX > 0D) && (aabb.b.x <= this.a.x))
        {
            double d = this.a.x - aabb.b.x;

            if (d < movementOnX)
            movementOnX = d;
        }

        if ((movementOnX < 0D) && (aabb.a.x >= this.b.x))
        {
            double d1 = this.b.x - aabb.a.x;

            if (d1 > movementOnX)
            movementOnX = d1;
        }
       
        return movementOnX;
    }


The difference method takes some time to understand,so don't worry if you don't understand it!
Nobody understands it in the beginning.

I understand it, but I have serious trouble explaining it, so this is probably the worst explanation for this method, ever(?).

Have a nice day!

- Longor1996

PS: This is the method that is used in Minecraft.
11  Game Development / Newbie & Debugging Questions / Re: Multiple lights PHONG on: 2014-02-26 22:36:03
Can you run Battlefield 3, Crysis 3, CoD Modern Warfare 4/5/etc. on that computer?
If so, Deferred-Lighting is avaible, since these games use it.

- Longor1996
12  Game Development / Newbie & Debugging Questions / Re: Multiple lights PHONG on: 2014-02-25 17:43:27
Yes, that is what I mean with 'Deferred Lighting'.

Mind that:
- It is very hard to have translucent objects with this.
- It is very hard to do antialiasing with this.

Have a nice day!

- Longor1996
13  Game Development / Newbie & Debugging Questions / Re: Multiple lights PHONG on: 2014-02-25 15:26:50
For multiple lights you can use...

- Use a Texture to tell your Shader about the lights.
- Use uniforms to tell your Shader about the lights.
- A system that sorts all visible models against the lightsources, then activates the 8 closest ones for each model.
- A system that simply uses the 8 closest lightsources.
- Deffered Lighting
- Voxel Cone Tracing
- ...?

Mind that it is terribly inperformant to do a lot of lighting-calculations.
The easiest way to get around that is Deffered-Lighting.

Have a nice day.

- Longor1996
14  Discussions / Miscellaneous Topics / Re: Github Report Card Toy; What did you get? on: 2014-02-22 23:22:08
Huh...
http://osrc.dfm.io/Longor1996

"Longor is an epic Javavore (one of the 49% most active Java users) who loves pushing code. Longor is a fulltime hacker who works best in the morning (around 7 am)."

Interesting...
15  Game Development / Newbie & Debugging Questions / [SOLVED?][SWING/LWJGL] JMenu doesnt give up Focus when clicking on LWJGL-Canvas. on: 2014-02-19 21:56:36
Hello everyone.

I have a (probably) easy to solve problem:
I got a simple Canvas with a LWJGL-Display bound to it using 'Display.setParent(...)'.
Above the Canvas is a completely fine JMenuBar with JMenu's in it.

Now, when I go and click on one of these Menu's, then try to click on the Canvas, the Menu will not give its focus to the Canvas.

Googling for half an hour gave no results, except this:
http://www.java-gaming.org/topics/lwjgl-2-9-0/29348/msg/269238/view.html#msg269238

Is there no way to give the Canvas the focus?

Thanks in advance for the help, and have a nice day.

- Longor1996

I hate Swing for being so damn complex.



I think I just solved it on my own.
It works by putting all the JMenu's in an array, and when the User clicks into the Canvas, do this:
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for_each MENU in MENUS
{
-   menu.setEnabled(false);
-   menu.updateUI();
-   menu.setEnabled(true);
  // The above one throws an exception. This one doesn't.
 menu.setVisible(false);
  menu.updateUI();;
  menu.setVisible(true);
  menu.setPopupMenuVisible(false);
  menu.repaint();
}


It's somehow funny that this works.
If anyone has a better Idea (that is not just the work of an unintentional side-effect), say it! Smiley
16  Games Center / WIP games, tools & toy projects / Re: Synthclipse - GLSL demo development environment based on Eclipse IDE. on: 2014-02-19 16:55:20
Scripting Languages I can think of:
- Jasic (BASIC)
- Rhino (JavaScript)
- Jython (Phyton)
- Nashorn (JavaScript)
- DCPU-ASM (Assembler)
- ...
- A 'Graph' based Scripting-Language?

I still wan't to download this.

Have a nice day.

- Longor1996
17  Game Development / Newbie & Debugging Questions / Re: [SOLVED] [Math/Geometry/Mesh-Generation] Planetary Surface on: 2014-02-16 22:26:54
And this is how it looks like when I render all the points as... well... GL_POINTS.


Have a nice day!

- Longor1996
18  Game Development / Newbie & Debugging Questions / Re: [Math/Geometry/Mesh-Generation] Planetary Surface on: 2014-02-16 21:45:46
Wow. That's nearly the same way I am doing it, except that I hardcoded a lot of vector functions, AND I am storing things differently.

The code I wrote up originally (and I didn't touch it for weeks now) would probably make a good coders eyes crying blood. And thats not a joke.
It's time to clean my code up, then I need to get the terrain-patches to actually render.

    - Longor1996
19  Game Development / Newbie & Debugging Questions / Re: [Math/Geometry/Mesh-Generation] Planetary Surface on: 2014-02-16 21:33:37
-Snip.ToGetRidOfQuoteLimit-

I am still at the step to generate the actual points that make up the triangles the terrain consists of.
To be frankly, I already planned in using textures to store information about the terrain.

I still need to generate vertices to send to the GPU.

Good thing: I got it working!

Have a picture of '4-Point Arbitrary Grid-Mesh' generation:


And here is the code.
- I didn't optimize anything.
- I didn't use any external libraries.
- Result gets stored in 'vertices' in the order X,Y,Z,X,Y,Z, ...
- Hardcoded to generate a field of 32x32 points.
- Its VERY fast just like this already.

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      float[] A = new float[]{ -2.0f, +1.75f, 0.0f };
      float[] B = new float[]{ +1.0f, +1.0f, 0.0f };
      float[] C = new float[]{ +1.5f, -1.25f, 0.0f };
      float[] D = new float[]{ -1.0f, -1.5f, 0.0f };
     
     
      float[] vertices = new float[32 * 32 * 3];
      int shift = 32 * 31;
     
      // PASS ONE, Top and Bottom Rows!
     float lerp, div;
      for(int i = 0, io = 0, io2 = 0; i < 32; i++)
      {
         div = i;
         io = i*3;
         io2 = (i+shift)*3;
         lerp = div / 31f;
         
         // A[0], B[0]
        vertices[io++] = A[0] + (lerp * (B[0] - A[0]));
         vertices[io++] = A[1] + (lerp * (B[1] - A[1]));
         vertices[io] = A[2] + (lerp * (B[2] - A[2]));
         
         vertices[io2++] = D[0] + (lerp * (C[0] - D[0]));
         vertices[io2++] = D[1] + (lerp * (C[1] - D[1]));
         vertices[io2] = D[2] + (lerp * (C[2] - D[2]));
      }
     
      // PASS TWO, All dem rest!
     for(int ix = 0, ixo, ixo2; ix < 32; ix++)
      {
         
         // Get the Top and Bottom points.
        ixo = ix * 3;
         ixo2 = (ix+shift) * 3;
         float tx = vertices[ixo++];
         float ty = vertices[ixo++];
         float tz = vertices[ixo];
         
         float bx = vertices[ixo2++];
         float by = vertices[ixo2++];
         float bz = vertices[ixo2];
         
         for(int iy = 1, index; iy <= 31; iy++)
         {
            index = (ix + (iy*32)) * 3;
            div = iy;
            lerp = div / 31f;
           
            vertices[index++] = tx + (lerp * (bx - tx));
            vertices[index++] = ty + (lerp * (by - ty));
            vertices[index] = tz + (lerp * (bz - tz));
         }
      }


Saucymeatman's posts where enough to finally get me on the right track to solve this really (really) simple problem.
Really. It's easy.

And I just couldn't get it done, because I thought I have to make all the points at once in a single loop.
That tiny little stupid thought stopped me from continuing working on my project for weeks now.
8 weeks to be exactly.

That's what you get from being under constant stress.
You are unable to solve even the simplest of problems.

Now I got it solved. Finally.

- Longor1996
20  Games Center / WIP games, tools & toy projects / Re: Synthclipse - GLSL demo development environment based on Eclipse IDE. on: 2014-02-16 20:34:06
Now this is something really awesome.
PITA I can't download it, since my internet-connection crashes every 2-5 Megabyte of data-volume.
(And the 'resume download' functionality of Firefox and FreeDownloadManager doesn't work)

I really want this.

- Longor1996
21  Game Development / Newbie & Debugging Questions / Re: [Math/Geometry/Mesh-Generation] Planetary Surface on: 2014-02-16 20:13:51
-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
22  Game Development / Newbie & Debugging Questions / Re: [Math/Geometry/Mesh-Generation] Planetary Surface on: 2014-02-14 14:00:33
Wow.

That actually helped a lot.

I was stuck at the thought that I have to generate the whole grid of points at once, and just now it hit me in the face what was wrong.

Solution to my Problem:
1. Take the 4 Points.
2. Take Point A and B.
3. Generate 32 points at fixed intervals between A & B, thus creating a 'top' row.
4. Generate 32 points at fixed intervals between C & D, thus creating a 'bottom' row.
5. Then go and generate the other rows using the now given 'top' and 'bottom' points.
6. Huh
7. YAY!

Thank you very much!
Have a nice day!

- Longor1996
23  Game Development / Newbie & Debugging Questions / Re: [Math/Geometry/Mesh-Generation] Planetary Surface on: 2014-02-13 20:01:40
I think you didn't read the Main-Post right:
I am having problems creating the Points which make up the 3D-Mesh.

The mapping of the generated heightmap values to the 'height' of the points is not a problem.
24  Game Development / Newbie & Debugging Questions / Re: [Math/Geometry/Mesh-Generation] Planetary Surface on: 2014-02-13 19:44:34
I don't quite understand what you're saying here. Why do you need to generate points in between the 4 edge points in the first place?

To create a 3D-Grid that can then be transformed to represent the surface of the Planet.
25  Game Development / Newbie & Debugging Questions / [SOLVED] [Math/Geometry/Mesh-Generation] Planetary Surface on: 2014-02-13 18:58:34
Hello everyone!

I need a little bit of help with something.
Problem is solved. Look at the bottom of this post.



The Problem:
I am working on a 3D Planetary-Engine in Java (yes, you read right, '3D Planets in Java'), and I am stuck at correctly generating the surface of the planet, or to be more exact, the Mesh of the Terrain-Patches the surface consists of.



What I am doing right now:
Right now, I am using the CubeToSphere system in combination with a Quad-Tree.
That is the part that works like a charm. I cna create new node's in the QuadTree, and remove them if no longer needed.
Dynamically, at runtime, and it could happen at ANY moment in time as the 'camera' (Usually the Player) moves around.

The problem I am having is to give each Node in the QuadTree a section of Terrain.
These Terrain 'Patches' have a size of 32x32 3D-Points, which get later transformed onto the surface of the planetary sphere, including a height-offset from a height-map which is also procedurally generated using a simple fractal algorythm (a weird mix of Diamond-Square and Simplex-Noise).

So far so good, but how do I go about actually generating the points in between the 4 given edge-points which make up the borders of the Node?
I basically have to generate a Mesh of Points in between 4 arbitrary points in 3D-Space.

And:
I have no idea how to do this, as I am somehow having problems thinking up any good way to do it, nor do I seem to find any good resources on doing this per Google.
If you happen to know any good resources on this: Link(s) please!

Additional Notes:
- If needed, I can add a few more variables to the QuadTree-Node's, if that helps.
- I don't to create any objects except Points in the code (for obvious reasons -> Camera + Arbitrary Movement + Dynamic QuadTree = Memory Garbage en' masse).
- I would like to NOT use recursion in the generation (if there is no other way, I will use recursion in the code).
- I CAN and I AM already using Multi-Threading in the application. But concurrency should not be that big of a problem.




That should be enough of a description.

Help please?


The solution is as follows.

Code Info:
- I didn't optimize anything.
- I didn't use any external libraries.
- Result gets stored in 'vertices' in the order X,Y,Z,X,Y,Z, ...
- Hardcoded to generate a field of 32x32 points.
- Its VERY fast just like this already.

The Code to do the thing I wan't:
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      float[] A = new float[]{ -2.0f, +1.75f, 0.0f };
      float[] B = new float[]{ +1.0f, +1.0f, 0.0f };
      float[] C = new float[]{ +1.5f, -1.25f, 0.0f };
      float[] D = new float[]{ -1.0f, -1.5f, 0.0f };
     
     
      float[] vertices = new float[32 * 32 * 3];
      int shift = 32 * 31;
     
      // PASS ONE, Top and Bottom Rows!
     float lerp, div;
      for(int i = 0, io = 0, io2 = 0; i < 32; i++)
      {
         div = i;
         io = i*3;
         io2 = (i+shift)*3;
         lerp = div / 31f;
         
         // A[0], B[0]
        vertices[io++] = A[0] + (lerp * (B[0] - A[0]));
         vertices[io++] = A[1] + (lerp * (B[1] - A[1]));
         vertices[io] = A[2] + (lerp * (B[2] - A[2]));
         
         vertices[io2++] = D[0] + (lerp * (C[0] - D[0]));
         vertices[io2++] = D[1] + (lerp * (C[1] - D[1]));
         vertices[io2] = D[2] + (lerp * (C[2] - D[2]));
      }
     
      // PASS TWO, All dem rest!
     for(int ix = 0, ixo, ixo2; ix < 32; ix++)
      {
         
         // Get the Top and Bottom points.
        ixo = ix * 3;
         ixo2 = (ix+shift) * 3;
         float tx = vertices[ixo++];
         float ty = vertices[ixo++];
         float tz = vertices[ixo];
         
         float bx = vertices[ixo2++];
         float by = vertices[ixo2++];
         float bz = vertices[ixo2];
         
         for(int iy = 1, index; iy <= 31; iy++)
         {
            index = (ix + (iy*32)) * 3;
            div = iy;
            lerp = div / 31f;
           
            vertices[index++] = tx + (lerp * (bx - tx));
            vertices[index++] = ty + (lerp * (by - ty));
            vertices[index] = tz + (lerp * (bz - tz));
         }
      }


Thanks for the help.

- Longor1996
26  Game Development / Game Mechanics / Re: Outlining a Mesh? on: 2014-02-12 17:01:55
-snip to get rid of quote quota-

Antichamber uses Sobel-Cel-Shading (Sobel-Operator as you call it).
Don't ask me, I don't know how it works.

- Longor1996
27  Game Development / Newbie & Debugging Questions / Re: [repost]getBounds() on: 2014-02-05 19:28:00
1  
2  
[quote author=Troubleshoots link=topic=31976.msg298079#msg298079 date=1391614317]
-snip-

[/quote]

You made a pretty fatal mistake there.
A byte has 8 bits, or 'booleans' in this matter, not just 4!

Have a nice day.

- Longor1996
28  Game Development / Newbie & Debugging Questions / Re: Collision on: 2014-02-04 20:01:45
I think the thing with the rolling can be stopped by:
character.setAngularMovement( 0 );
29  Games Center / WIP games, tools & toy projects / Re: Paint.JAVA - Attempt at cloning Paint.NET (with cross-platform support) on: 2014-01-30 20:03:08
Is there anywhere I can donate to this project? I would love to contribute Cheesy

- Jev

You can go and visit the GitHub-Repo, make a Fork, then look at the Issue-List and do something that is listed there.
THAT would be a good contribution. (Or you go and ignore the Issue-List, and just make new tools/effects)

Have a nice day!

- Longor1996
30  Discussions / General Discussions / Re: Anyone ever done creating a new binary file format for your own special uses? on: 2014-01-29 16:46:24
Hm...

I created some binary formats a long time ago.
One of them (called 'BDT') is still being used by myself all over the place.
It's nicely tested, fast, and allows for arbitrary information in tree-form.

It cost me two weeks to make it work so good.  : )

I will soon have to invent some new binary format for a prototype I am working on.
And this time I will actually publish the prototype, instead of just posting images/videos.

TIL:
Posting just images and videos never really gets feedback.
Put up a prototype, its way more effective.

I'm planning on doing so shortly for Paint.JAVA...


Are you done planning it out?
I probably have some more ideas for it...

Have a nice day!

- Longor1996
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List of Learning Resources
by Longarmx
2014-04-08 03:14:44

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

Good Examples
by Grunnt
2014-04-03 15:48:46

Good Examples
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2014-04-03 15:48:37

Good Examples
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2014-04-01 18:40:51

Good Examples
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2014-04-01 18:40:34

Anonymous/Local/Inner class gotchas
by Roquen
2014-03-11 15:22:30

Anonymous/Local/Inner class gotchas
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2014-03-11 15:05:20
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