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1  Java Game APIs & Engines / OpenGL Development / Re: LWJGL example doesn't work under Linux with ATI Radeon 9250 Pro on: 2009-04-29 06:49:20
Older apps didnt always call update() on the Display when the window was out of focus.
this would probably be causing the blocking bug. As in order to get the state change to determine if the window is visible an update needs to be called (not true of older versions).

I experienced this problem in my apps.

In the minimized case, Display.processMessages() is enough.

 - elias
2  Java Game APIs & Engines / OpenGL Development / Re: LWJGL example doesn't work under Linux with ATI Radeon 9250 Pro on: 2009-04-26 19:59:12
Try the latest revision, I've added some init code to the spaceinvaders example.

 - elias
3  Java Game APIs & Engines / OpenGL Development / Re: LWJGL example doesn't work under Linux with ATI Radeon 9250 Pro on: 2009-04-26 12:24:37
Hum, I just now saw that the spaceinvaders game doesn't work for you in the latest revision. It works for me, but I'm not sure what's causing the problem at your end. Does anything work? glClear to red for example?

 - elias
4  Java Game APIs & Engines / OpenGL Development / Re: LWJGL example doesn't work under Linux with ATI Radeon 9250 Pro on: 2009-04-26 09:47:03
As I mentioned earlier, the 2D ortho stuff was removed from Display but the examples wasn't updated. You can take the GL11 init code and put it in the test code and it should work again.

 - elias
5  Java Game APIs & Engines / OpenGL Development / Re: LWJGL example doesn't work under Linux with ATI Radeon 9250 Pro on: 2009-04-25 03:55:20
What about the basic libxxf86vm package? (without the -devel)

 - elias
6  Java Game APIs & Engines / OpenGL Development / Re: LWJGL example doesn't work under Linux with ATI Radeon 9250 Pro on: 2009-04-24 18:59:00
On ubuntu, you need the "libxxf86vm-dev" package

 - elias
7  Game Development / Networking & Multiplayer / Re: Google App Engine on: 2009-04-08 14:51:17
FWIW, http://tribaltrouble2.com now runs on GAE - using python not java for gae code though Shocked)

 - elias
8  Java Game APIs & Engines / OpenGL Development / Re: LWJGL example doesn't work under Linux with ATI Radeon 9250 Pro on: 2009-02-15 20:17:55
It's probably the "freq=60" part, if linux reports "-1" or "0" for all modes.

 - elias
9  Java Game APIs & Engines / OpenGL Development / Re: LWJGL example doesn't work under Linux with ATI Radeon 9250 Pro on: 2009-02-02 15:20:28
If you feel lucky, my best guess at the critical commit would be 2969, where Display.setParent is implemented for linux.

EDIT: And beware of commit 2965, which broke a few examples, but later (post alpha 3) fixed.

 - elias
10  Java Game APIs & Engines / OpenGL Development / Re: LWJGL example doesn't work under Linux with ATI Radeon 9250 Pro on: 2009-02-02 15:12:04
First of all, thank you for the thorough testing of an issue that doesn't seem to be reproducible for any of us LWJGL devs. If you're still up for some regression testing, the best bet would be to do a svn checkout and build from that, since svn can help you quickly go through revisions.

I've done some digging, and it seems that revision 2961 corresponds to 2.0alpa2 and revision 2990 corresponds to 2.0alpha3. You can see the log for that interval with "svn log -r 2961:2990" and the changes themselves with "svn diff -r 2961:2990". If you can build and run examples with (e.g. "ant clean && ant runtest -Dtest.mainclass=org.lwjgl.test.opengl.Gears"), you're quite far. Personnally, I'd bisect through the revision interval like this:

First check that the endpoints are correct:
svn up -r 2961
and verify it does work
svn up -r 2990
and verify it doesn't work

then pick the middle revision (between 2961 and 2990 ~2976)
svn up -r 2976
and check whether it works or not

If it did work, go for the middle revision between 2976 and 2990, if it didn't work go for the other half between 2961 and 2976. Keep bisecting until you've (hopefully) identified the sinful commit and report back, unless you want to dig into the commit changes themselves.

 - elias
11  Game Development / Networking & Multiplayer / Re: Lingering ServerSocket after close() ? on: 2008-02-02 13:32:50
You use setReuseAddress on the second ServerSocket to indicate that you don't care about lingering connections, and want to use the old address immediately. Setting setReuseAddress on the first ServerSocket has no effect on the second ServerSocket.

 - elias
12  Java Game APIs & Engines / OpenGL Development / Re: Keyboard weirdness on: 2008-01-07 18:25:15
Thanks a lot for the accurate bug report. I managed to reproduce it with your test example, and I've comitted a fix to subversion. The problem is that X11 won't tell us by default whether a key event is repeated so lwjgl uses a heuristic to detect them instead. The heuristic apparently fails once in a while depending on timing. The fix was to try and use an extension function to enable detection of repeated key events.

 - elias
13  Java Game APIs & Engines / OpenGL Development / Re: VM crash in GL11.nglDrawArrays() on: 2007-12-20 21:12:07
The wonderful thing about native code is that often behaviour is 'undefined', which means anything can happen Smiley If you're using VBOs try without them. If you're getting a random crash with static data, you can still be running foul of invalid indices, where there's some valid data after your buffers which are freed by a garbage collect, free() or whatnot. For example, we had a crash a while ago that was caused by a nio buffer set up with glVertexPointer were subsequently freed by the garbage collector. We implemented a feture in lwjgl that kept the buffer references around, but that code might be broken in subtle ways. So I'd keep carefully bisecting my way towards the bug, if it's even in code controlled by you at all.

 - elias
14  Discussions / General Discussions / Re: LWJGL or JOGL on: 2007-12-03 12:40:42
Well, as you might have guessed, the quake 2 way was not flexible enough for a general purpose library like LWJGL.

 - elias
15  Discussions / General Discussions / Re: LWJGL or JOGL on: 2007-12-02 15:37:44
A wild guess is that Display.isVisible()/isActive()/isDirty() return the wrong value, could you try a lwjgl program that doesn't depend on that?

 - elias
16  Discussions / General Discussions / Re: LWJGL or JOGL on: 2007-12-01 21:50:28
If quake2 and other opengl apps run fine, why are you not finding the difference between lwjgl and them? Also, make sure quake 2 et al. get the same opengl driver (GL_RENDERER/GL_VENDOR - I read somewhere that older games get the MSOGL opengl-on-directx emulation driver by default).

 - elias
17  Discussions / General Discussions / Re: LWJGL or JOGL on: 2007-12-01 08:31:48
(Having said that LWJGL fullscreen is failing woefully on Vista at the moment with DWC enabled, Arrrgh)

Cas Smiley

On _your_ specific vista Smiley I have yet to see this problem on any of our vistas (we have three, one nvidia laptop, one nvidia dekstop and one intel x3100 laptop).

 - elias
18  Games Center / Archived Projects / Re: LWJGL Applet Demo on: 2007-11-30 15:55:20
Regarding ULWJGL: you can already adjust which extensions to generate with the 'opengl-template-pattern' ant option to the lwjgl build.xml (remember to clean the old generated files with 'ant clean'). If you can live with not stripping the natives, proguard should suffice to cut the java side bloat. This is the proguard config file we're using the proguard lwjgl apps:

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-keep class org.lwjgl.LWJGLUtil {*;}
-keep class org.lwjgl.LWJGLException {*;}

-keep class org.lwjgl.opengl.DisplayMode {*;}
-keep class org.lwjgl.opengl.WindowsDisplay {*;}
-keep class org.lwjgl.opengl.WindowsFileVersion {*;}
-keep class org.lwjgl.opengl.PixelFormat {*;}
-keep class org.lwjgl.opengl.GL11 {public *;}
-keep class org.lwjgl.opengl.GL12 {public *;}
-keep class org.lwjgl.opengl.GL13 {public *;}
-keep class org.lwjgl.opengl.ARBBufferObject {public *;}
-keep class org.lwjgl.opengl.GLContext {public *;}
-keep class org.lwjgl.opengl.Display {public *;}

-keep class org.lwjgl.opengl.WindowsDirectInput {*;}
-keep class org.lwjgl.opengl.WindowsDirectInput3 {*;}
-keep class org.lwjgl.opengl.WindowsDirectInput8 {*;}
-keep class org.lwjgl.opengl.WindowsDirectInputDevice {*;}
-keep class org.lwjgl.opengl.WindowsDirectInputDevice3 {*;}
-keep class org.lwjgl.opengl.WindowsDirectInputDevice8 {*;}
-keep class org.lwjgl.opengl.WindowsDirectInputDeviceObjectCallback {*;}

-keep class org.lwjgl.openal.ALCcontext {*;}
-keep class org.lwjgl.openal.ALCdevice {<init>(long);*;}
-keep class org.lwjgl.openal.AL10 {*;}
-keep class org.lwjgl.openal.AL11 {*;}
-keep class org.lwjgl.openal.ALC10 {*;}
-keep class org.lwjgl.openal.ALC11 {*;}

-keep class org.lwjgl.BufferUtils {*;}

-keep class net.java.games.input.OSXEnvironmentPlugin {*;}
-keep class net.java.games.input.LinuxEnvironmentPlugin {*;}
-keep class net.java.games.input.DirectInputEnvironmentPlugin {*;}
-keep class net.java.games.input.RawInputEnvironmentPlugin {*;}
-keep class net.java.games.input.OSXHIDDeviceIterator {*;}
19  Discussions / General Discussions / Re: State of Java Gaming? on: 2007-10-28 10:00:50
It's good to see a D3D implementation coming along. Are the rumors true, that OpenGL apps shut down Vista's desktop compositing?


Microsoft threatened to do this, but OpenGL doesn't disable the compositor in Vista.

That said, my experience with vista is that graphics drivers are still somewhat immature, but I don't think that's limited to OpenGL.

 - elias
20  Game Development / Networking & Multiplayer / Re: JWS Startup Lag on: 2007-10-12 20:31:16
http://bugs.sun.com/view_bug.do?bug_id=6566201

 - elias
21  Game Development / Networking & Multiplayer / Re: Mysql and transactions.. on: 2007-08-31 11:36:19
I don't think creation of tables and other meta-data work (like adding/removing columns, locking tables etc.) can be part of a transaction.

 - elias
22  Discussions / General Discussions / Re: Adobe/Flash wins yet again when it comes to user experience... on: 2007-07-12 15:20:49
ChrisM: No biggie compared to a permanent icon, however compared to the security dialog, I think it is a biggie. I can only speak for myself personally, but I frown upon applications taking unnecessary liberties, like a mere game showing an icon in the system tray (willingly or not).

I do have high hopes for the new ways to do business at Sun, however, and I hope that the GPL license will keep features only benefitting SUN as a company away from java.

 - elias
23  Discussions / General Discussions / Re: Adobe/Flash wins yet again when it comes to user experience... on: 2007-07-12 14:44:17
Indeed, it would be better to build this access to the console etc. into the browser menu. At the very least let the applet programmer decide whether or not to show the icon.

That, or through the control panel, as the bug points out. The stuff you can do from the icon is very much in the control panel category.

 - elias
24  Discussions / General Discussions / Re: Adobe/Flash wins yet again when it comes to user experience... on: 2007-07-12 14:17:23
IMNSHO, I'd go for removing the thinking that led to the "Closed, will not fix" state of this one:

http://bugs.sun.com/bugdatabase/view_bug.do?bug_id=5059506

Showing a java icon in the system tray when even the tiniest applet is started on a web page is not going to help the java brand or whatever. Get out of the way of the actual applet/webstart application, please! And what's up with "This is not a bug.  Java cup icon provides users with easy access to java console, info about version of java they are currently running, visit java.sun.com web page, etc."? Some people might actually want to reserve the system tray for important stuff, you know. Sadly, java is definitely not the only application that spams the system tray, and I can only be relieved that I'm running an OS where it's considerably harder and considered bad form to clutter the equivalent of the system tray, without the user's consent. I do worry about the customers of our games, especially now that we're experimenting with a more web-ish form of distribution and thus can't control the appearance of the tray icon.

(To keep with the thread subject: Flash got this right, too)

 - elias
25  Java Game APIs & Engines / JInput / Re: How do you deploy JInput? on: 2007-06-11 05:50:19
We use jinput directly, not through either webstart nor the LWJGL wrapper, but I voted LWJGL since that's the closest option.

 - elias
26  Discussions / General Discussions / [Shameless plug] Help us digg Tribal Trouble! on: 2007-05-19 09:52:29
Out of nowhere, somebody decided to post Tribal Trouble to digg. Since this is java- (and lwjgl-) related, please consider helping us getting this to the front page:

http://digg.com/linux_unix/Tribal_Trouble_3D_RTS_game_with_free_demo_runs_on_Win_Lin_and_Mac

I like to pretend that this is not entirely selfish (heh), since the original poster refers to the (now debunked) java slowness myth specifically and to our blog post about other java myths in general.

 - elias
27  Game Development / Performance Tuning / Re: Code optimization article on: 2007-05-15 19:36:46
A guess would be that while C compilers rely on a fixed rule about branches, "else branch is rarely taken", hotspot is more than able to insert profiling code and simply measure which branch to optimize for.

 - elias
28  Java Game APIs & Engines / JInput / Re: Multiple Identifiers of the same type reported on: 2007-05-12 12:41:16
I'm not sure I understand the problem - Identifiers are just structured names for components and there's no guarantee there is only component for each identifier. If you need input from a particular component, ask it directly. If you're using events, the component that triggered an event is included with the event.

The problem of persisting controller settings is not solved of course, as there's no component/controller identification that is guaranteed stable between jinput invocations.

 - elias
29  Java Game APIs & Engines / JInput / Re: 2 mice on: 2007-05-11 04:47:04
@oNyx: On other windows' than XP, the (default) DirectInput plugin should work. The Raw plugin is only there to fix the stupid decision by microsoft to exclude multiple mice (and keyboards) from DirectInput.

An alternative way to get the raw plugin is to try a "new RawInputEnvironmentPlugin()" before you try ControllerEnvironment.getDefaultEnvironment(). As Endolf stated, it's important that you don't have both the default DI plugin and the raw plugin active at the same time since directinput and raw input steps on each other's toes.

@Endolf: Multiple mice on mac should just work.
30  Discussions / General Discussions / Re: Who's got Vista yet? on: 2007-02-28 06:06:52
The latest OpenGL Pipeline Newsletter contains an article about OpenGL and Vista:

http://www.opengl.org/pipeline/article/vol003_7/

Basically, the situation is as good/bad as with Windows XP. I had hoped Microsoft would enable the accelerated OpenGL 1.4-on-DirectX emulator for all applications though. As it stands now, it seems they only have it so they won't be flamed when widely known OpenGL games like the Quake and Doom series are run on Vista with the builtin (non-OpenGL) drivers.

 - elias
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