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Discussions / General Discussions / Apple Shutting Down Mac Download Listings
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on: 2010-12-21 04:17:18
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Sorry I haven't been around for a while, but I just got this in the e-mail and thought it might concern quite a few of you here. The majority of my mac-centric traffic comes from the Apple Download Center, so this will certainly hit my numbers (especially considering the new App Store won't actually accept Java apps). Here's the e-mail I just received: Apple Developer
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Dear ------,
Thank you for making the Mac OS X Download site a great destination with apps that offer users new ways to work, play, learn, and create on their Mac.
We recently announced that on January 6, 2011, the Mac App Store will open to users around the world, presenting you with an exciting, new opportunity to reach millions of customers. Since the introduction of the App Store in 2008, we've been thrilled with the incredible support from developers and the enthusiastic response from users. Now we're bringing the revolutionary experience of the App Store to Mac OS X.
Because we believe the Mac App Store will be the best destination for users to discover, purchase, and download your apps, we will no longer offer apps on the Mac OS X Downloads site. Instead, beginning January 6, we will be directing users to explore the range of apps available on the Mac App Store.
We appreciate your support of the Mac platform and hope you'll take advantage of this new opportunity to showcase your apps to even more users. To learn how you can offer your apps on the Mac App Store, visit the Apple Developer website at <http://developer.apple.com/programs/mac/>.
Best regards,
Ron Okamoto Vice President, Worldwide Developer Relations Apple Inc.
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6
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Games Center / Featured Games / Re: Revenge of the Titans 1.52 released, and some interesting DRM news
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on: 2010-09-27 03:43:06
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I think what you're implementing works very well. I actually did close to the same thing for Martians Vs. Robots and it saved both myself and the users a LOT of potential headaches. The only difference was that I didn't cap it at ten, I just kept a running total to see if any registration codes "got out of control" somehow... which never happened btw, due to the e-mail-back system, and the fact that I never sold all that much. 
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7
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Discussions / General Discussions / Re: Threaded javac?
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on: 2010-09-09 16:37:04
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I switched to a solid state disk with my workspace on. Everything speeded up by roughly a factor of 5. Dang I've got to get me one of those! I just wish the prices were a bit lower.
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9
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Game Development / Game Mechanics / Re: JBullet TriangleIndexVertexArray troubles
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on: 2010-09-04 00:59:10
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Thank you Tom. I implemented it exactly like you said (literally copying your code block and fitting it together into my own stuff), but I get this when I run it: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54
| **36 - 36 0 = 300.0 1 = 25.0 2 = 300.0 3 = 300.0 4 = 25.0 5 = -300.0 6 = -300.0 7 = 25.0 8 = -300.0 9 = 300.0 10 = 25.0 11 = 300.0 12 = -300.0 13 = 25.0 14 = -300.0 15 = -300.0 16 = 25.0 17 = 300.0 18 = -300.0 19 = -25.0 20 = -300.0 21 = -300.0 22 = -25.0 23 = 300.0 24 = -300.0 25 = 25.0 26 = 300.0 27 = -300.0 28 = -25.0 29 = -300.0 30 = -300.0 31 = 25.0 32 = 300.0 33 = -300.0 34 = 25.0 35 = -300.0 Exception in thread "main" java.lang.IndexOutOfBoundsException at java.nio.Buffer.checkIndex(Buffer.java:520) at java.nio.DirectByteBuffer.getFloat(DirectByteBuffer.java:832) at com.bulletphysics.collision.shapes.ByteBufferVertexData.getVertex(ByteBufferVertexData.java:58) at com.bulletphysics.collision.shapes.VertexData.getTriangle(VertexData.java:53) at com.bulletphysics.collision.shapes.StridingMeshInterface.internalProcessAllTriangles(StridingMeshInterface.java:51) at com.bulletphysics.collision.shapes.StridingMeshInterface.calculateAabbBruteForce(StridingMeshInterface.java:78) at com.bulletphysics.collision.shapes.BvhTriangleMeshShape.<init>(BvhTriangleMeshShape.java:76) at com.bulletphysics.collision.shapes.BvhTriangleMeshShape.<init>(BvhTriangleMeshShape.java:63) at com.tommyengine.physics.jbullet.JBObjectStatic.createCollisionShape(JBObjectStatic.java:104) at com.tommyengine.physics.jbullet.JBObjectStatic.establishPhysicality(JBObjectStatic.java:120) at com.tommyengine.physics.jbullet.JBObjectStatic.<init>(JBObjectStatic.java:43) at com.tommyengine.tests.ObjectViewer.startloop(ObjectViewer.java:475) at com.tommyengine.tests.ObjectViewer.startloop(ObjectViewer.java:646) at com.tommyengine.tests.ObjectViewer.startloop(ObjectViewer.java:646) at com.tommyengine.tests.ObjectViewer.begin(ObjectViewer.java:198) at com.tommyengine.tests.ObjectViewer.main(ObjectViewer.java:123) |
I'm trying to import a box made of triangles. The above numbers are the index = coordinate. The very top number is the total number of indices and coordinates. The line that generates the outofbounds exception is: BvhTriangleMeshShape trimeshshape = new BvhTriangleMeshShape(vertArray,true);
Any ideas why I'm getting this error? It's been driving me crazy!
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10
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Game Development / Game Mechanics / Re: JBullet TriangleIndexVertexArray troubles
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on: 2010-09-03 02:09:00
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Please, if something doesn't work, simplify. Try to get it to work with a cube first. Work from there. Actually, I AM trying just to get it to work with a cube.  And I think that it is in fact working (as I can query and see the collision occurring)... it's just that Bullet doesn't do anything about it. But I'll keep fiddling with that index like you said. EDIT: I tried setting the index up to point at each vertice (basically a straight count from 0 to X). I get an outofrange error from the JBullet library when I do that though. Yes, BvhTriangleMeshShape is only for static geometry, you can use GImpactMeshShape for dynamic trimeshes. However as they lack actual volume they're prone to tunneling and are computationally slow. Best is to use simpler geometry, like ConvexHullShape or so. My movable object is a Kinematic Character Controller (and I've tried using convexhull, box, and sphere for the collision shape), and the cubes I'm checking it against are the only static trimeshes. For some crazy reason I figured that Bullet would do some collision handling in that situation. What I'm eventually wanting to do is take my terrain objects and import their geometry into JBullet, and then have a character that walks via user control and doesn't step into the imported items.
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11
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Game Development / Game Mechanics / Re: JBullet TriangleIndexVertexArray troubles
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on: 2010-09-02 19:32:33
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Ugh... there's another possibility...
I think I may be setting it up correctly, BUT the Bullet physics library doesn't support collisions between static and kinematic objects. I just read on another forum that you have to implement that collision handling yourself.
Is that true? If so, I may have to go back to doing my own "simpler" collision detection and handling.
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12
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Game Development / Game Mechanics / JBullet TriangleIndexVertexArray troubles
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on: 2010-09-02 18:38:36
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Help!!! I'm trying to import my static terrain objects into JBullet, but can't seem to get the TriangleIndexVertexArray correctly setup. I THINK my problem is setting up the index. So... I have my triangle geometry stored in a ByteBuffer like this: xyzxyzxyz xyzxyzxyz xyzxyzxyz xyzxyzxyz xyzxyzxyz xyzxyzxyz xyzxyzxyz xyzxyzxyz xyzxyzxyz ... (with no spaces of course. I just put them there so you see the individual triangles in my format) This is my code to import it into JBullet: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
| int numtriangles = entity.getDrawObject().getPolygonCount(); int numverts = numtriangles * 3; indexBuffer = BufferUtils.createByteBuffer(numverts * 3 * 4).order(ByteOrder.nativeOrder()); indexBuffer.clear(); for (int i=0;i<numtriangles;i++) { indexBuffer.putInt(i); indexBuffer.putInt(i); indexBuffer.putInt(i); } geometry = BufferUtils.createByteBuffer(numtriangles * 3 * 4).order(ByteOrder.nativeOrder()); geometry.clear(); for (int i=0;i<numtriangles*3;i++) { geometry.putFloat(entity.getDrawObject().getCurrentGeometry().get(i)*entity.getScale()); } geometry.rewind(); indexBuffer.rewind();
TriangleIndexVertexArray trimesh = new TriangleIndexVertexArray(numtriangles, indexBuffer, 3 * 4, numtriangles, geometry, 3 * 4); BvhTriangleMeshShape trimeshshape = new BvhTriangleMeshShape(trimesh,true); |
I've tried to figure out how the index is supposed to be setup from the ConvcaveDemo.java file, but I'm completely lost. I'm also not sure if I have my strides correct or not at this point (as I've experimented so much, I've forgotten where I've been). Could someone please set me straight?
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14
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Java Game APIs & Engines / OpenGL Development / Re: lwjgl.org down
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on: 2010-08-30 00:50:49
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I've had incredibly good luck with Linode.com. Admittedly though, I've had several years experience doing my own server administration, so that makes it a bit easier.
EDIT: Oh! And it's probably the best bang for your buck VPS around (mine only costs $20 a month).
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15
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Game Development / Game Mechanics / What's up with JBullet?
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on: 2010-08-29 21:13:05
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I was just wondering if there's been any recent updates in the JBullet world anywhere? The version available for download at jbullet.advel.cz is out of date now, although it looks like the jME guys have a more complete port in their jME3 nightly downloads. Is anyone actively working on it anymore?
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19
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Discussions / General Discussions / Re: Oracle sues Google over use of Java in Android
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on: 2010-08-13 19:12:57
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My main concern here is the message that Oracle just bellowed out from their castle towers. We've heard almost nothing about client side Java plans, or what they'll be doing about Sun's prior decision to open source Java... and now, the first public thing that occurs is litigation of another company that actually did something really good with it all.
I can only hope that they approached Google in talks before going straight to their lawyers. Either way though, this is just another jab at developers to beware of what might happen to an otherwise great platform.
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20
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Java Game APIs & Engines / Tools Discussion / Re: Why is Eclipse sucking?
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on: 2010-08-12 02:47:44
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Huh, that's a strange problem. I haven't had any issues like that myself, and I use some seriously nested directories at times. Of course, I'm also an avid ANT user now and haven't used the built in jar exporter for a while.
Have you checked to make sure that they're actually folders? (Check the file view as opposed to the Java view)
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22
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Discussions / General Discussions / Re: Windows 7 frustration
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on: 2010-07-16 18:43:55
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I had VERY similar issues with my Quad Core 4gig machine on Windows 7 as well. I upgraded to Windows 7 64-bit (was running the 32-bit originally) and the problems went away. You might want to check which version you're running.
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Discussions / General Discussions / Re: Which win7 should i buy?
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on: 2010-06-05 17:50:04
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That would make sense, as I'm on an "older" 2006 Mac Pro. Funny that Apple supports 32-bit Win 7 on it and not 64-bit though (I had to do the installer work-around trick to get 64-bit on here). Anyway... sounds like my initial point is valid though: depends on your hardware. 
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Discussions / General Discussions / Re: Which win7 should i buy?
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on: 2010-06-05 05:07:38
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The 2gb cap is only with Windows 7 Starter, the lowest version for low-end hardware and emerging markets. All of the other 32-bit versions allow up to 4gb of ram, although typically you will only get about 3.2gb as much of the address space is used for other things. It's interesting that Microsoft says what they do. All I know is that when i run Windows 7 32-bit Professional, for my memory it says "4gb (2gb usable)," and the hard-drive thrashing and terrible performance would seem to agree. If I switch to 64-bit, all the bells and whistles suddenly light up and are usable.
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Discussions / General Discussions / Re: Which win7 should i buy?
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on: 2010-06-03 19:18:36
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Depending on your hardware, you may want to go 64-bit as well. I tried Win7 32-bit and was hugely annoyed by it's 2gb ram cap. I switched to 64-bit and am much happier now.
Of course, I really only use my Win7 partition for playing games and testing my own. I generally stick to OSX for everything else. Naturally, this may not be an option for you however.
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Add your game by posting it in the WIP section,
or publish it in Showcase.
The first screenshot will be displayed as a thumbnail.
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