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1  Game Development / Newbie & Debugging Questions / Re: Java Gaming books on: 2007-10-18 00:44:00
Developing Games in Java is one of my favorites.

The author also frequents these forums.
2  Games Center / Archived Projects / Re: Space Invaders on: 2007-06-04 04:23:21
I cannot run the JAR file without it being signed. I get the following:
(this is running from my local server)
Unsigned application requesting unrestricted access to system
Unsigned resource: http://localhost/Java/SpaceInvaders/lwjgl.jar

It will not start up after that, just cancels it out.

And as you said...If they DO need to be signed... am I required to sign them myself? If not, where are the signed versions of the JARs???


Launch it now and you'll see the error.

You will want to sign them yourself because WS apparently doesn't like it when it mixes JAR's signed by different people. All you do is create a keystore and then sign the JAR's with that. Kev has a great ANT script that automates all of that. Check his site.

- Jon
3  Game Development / Newbie & Debugging Questions / Re: Programming 2.5D on: 2007-05-27 16:40:33
Does it *have* to be an applet? Are you open to a WebStart app instead where the requirements are less stringent?

If you have to stick to applet, use LWJGL, and manage your memory carefully, and you should be able to squeeze it out.

- Jon
4  Game Development / Newbie & Debugging Questions / Re: Programming 2.5D on: 2007-05-26 16:45:43
Time to get cracking then eh Smiley

Just to clarify, capable with: LWJGL/Java2D on Java 1.4, without changing any Java Sun variables to allow  the applet more RAM, and still running at 20 FPS or more?

Hahaha Cheesy

Oh and which one has more 2D applet support, LWJGL or JOGL?


Any setup unless it's Windows 98 era (400 MHz, 128 MB, no video card) is more than capable of rendering 60 FPS for a reasonable LWJGL-powered game. The days of Java being "slow" are long past us.

- Jon
5  Game Development / Performance Tuning / Re: Fastest Way to Load an Image? on: 2007-05-26 00:54:22
Well was experimenting to try find what would be the fastest way to load an image (in an applet for my purposes), as there are several ways to do this, firstly, i tried ImageIO using

image ="filename"));

yup sorry about the ugly hack, its from java4k contest, but any how next i decided to try Toolkit using
DataInputStream datainputstream = new DataInputStream(getClass().getResourceAsStream(filename));
            byte abyte0[] = new byte[datainputstream.available()];
            return Toolkit.getDefaultToolkit().createImage(abyte0);

after running a benchmark, found that Toolkit was almost 400x faster, surely this can't be right, any idea's?

I hate to make a blanket statement, but the default ImageIO stuff is notoriously slow. It's only there because it's a lot more convenient and clean to use.

If you are just after loading PNG's, Matthias posted up some custom code for loading those really quickly. Ask him about it.

- Jon
6  Game Development / Newbie & Debugging Questions / Re: Best way to make a game UI? on: 2007-05-16 05:53:15
There are pre-written solutions that already do what you need. Here are a few of them, though only the first one will work right out of the box for you. The others are addons for particular libraries and use those libraries to perform drawing.

Feng GUI - I can't seem to find the thread for this, but if you search for this around here, you'll surely find it. It's the farthest along of the 3 mentioned here.

SUI - UI library for Slick. This one's well-written and maintained, but it's an addon for Slick, so if you use it, you'll need to bind it to whatever drawing routines you use.

GTGE GUI. Same deal as SUI. It's well-implemented (though not finished), but it's tied in to GTGE. However, GTGE just uses Graphics2D, so you may be able to use it with little modification. Watch the license though on this one.

- Jon
7  Games Center / Archived Projects / Re: BETA: Bunny Hunters Online! on: 2007-05-01 09:48:47
Jeff - Try streaming the ogg rather than loading it all into memory. I got the exact same error with Slick just now, and it went away when I set the streaming flag to true.

- Jon
8  Game Development / Newbie & Debugging Questions / Generating executables for Linux and OS X on: 2007-04-24 05:27:56
For Windows, we have a plethora of free options for "wrapping" Java applications in EXE such as JSmooth and launch4j. Are there any equivalents that generate such executables for other operating systems, such as a .APP for OS X? I'm not looking for a launcher. I'm looking for a wrapper. I have my reasons for not wanting a launcher.

- Jon
9  Game Development / Newbie & Debugging Questions / Re: Is this a good tutorial? on: 2007-04-10 00:44:00
The fact that the article talks about 1996 as "the future" and about Java 1.0 as the latest might be problematic.  Grin
10  Java Game APIs & Engines / OpenGL Development / Embedding LWJGL in a Swing app? on: 2007-04-03 21:57:01
Is it possible to embed LWJGL in a Swing application? At some point in time, I want to upgrade StencylWorks to use an OpenGL renderer for drawing maps so that it can display some of the neat engine enhancements that are coming up.
11  Discussions / General Discussions / Re: Whatever happened to Java Gamming front page? on: 2007-04-02 19:49:19
perhaps spotlighting some finished games released around here
12  Discussions / General Discussions / Re: Whatever happened to Java Gamming front page? on: 2007-04-02 19:14:58
It's supposed to be a portal for all major happenings in the Java game dev scene. This would include covering community events like the 4K competition, perhaps spotlighting some finished games released around here, conducting the occasional interview with a gamedev and publishing an occasional technical article would be nice.
13  Discussions / Miscellaneous Topics / Re: Membrane Massacre! (non-Java) on: 2007-03-30 16:56:21
Hello Steve. Nice to see you around here!

I recommend this awesome game to everybody. A lot was done over the course of 5 months, and despite the short time frame, the game comes off as very polished, and most importantly, fun. Smiley
14  Java Game APIs & Engines / Java 2D / Re: Simple 2D game engine on: 2007-03-24 07:22:19
GTGE does this.

Alternatively, you could look at Slick, but it does not provide collision detection or sprite management out of the box (yet), but there are sample games using this already.
15  Java Game APIs & Engines / OpenGL Development / Re: Is this API for me? on: 2007-03-24 00:59:49
Aye, dxtn is great for texturing in a3d world, where you can get double texture resolution for the same memory. However for 2D where you want 1:1 pixel mappings dxtn just ends up reducing your image quality IMHO.

I beg to differ here. Everything I do is 2D, and I haven't noticed any noticeable quality loss, nor have my users either. Of course, it depends in the nature of the images, but for what I've used so far, it's done great. Usually, when I hear lossy, I think JPG, but this uses something completely different which seems to work out a lot better.

Take the following image, blown up to 100%. Is there a difference in the leaf? Yes, if you look hard enough. Would you notice it in game with all the action? Unlikely unless you linger around still for a long time. I leave you to decide which one is the original and which is the compressed.

16  Java Game APIs & Engines / OpenGL Development / Re: Is this API for me? on: 2007-03-23 18:03:02
Of course, then comes DXTn, and then all of that goes out the window. Wink
17  Java Game APIs & Engines / OpenGL Development / Re: Is this API for me? on: 2007-03-22 18:41:51
I was wondering same thing about 2 weeks ago... I searched through forums and from what I see LWJGL is better API for making games. It has OpenAL included, easy Keyboard and Mouse manipulation and some other stuff, like #lwjgl  Smiley , .... while JOGL is plain opengl binding as I understood. Only problem with LWJGL is that API is relatively new and there aren't much tutorials, documentation sucks also.

The documentation is sparse, but the API is so closely tied to the real thing that it works out, even for someone who's barely bad any OpenGL exposure till now. I can just look any old OGL examples (like the NeHe ones) and adapt accordingly.
18  Java Game APIs & Engines / OpenGL Development / Re: Is this API for me? on: 2007-03-22 08:09:28
If you go the route of LWJGL, you might want to take a look at Slick. You'll find it very useful in getting a 2D game going.
19  Game Development / Performance Tuning / Re: Very Large Graphical Animation Thread on: 2007-03-20 01:28:43
imagine that every character needs a hundred of combinaisons, say like a Street fighter... Even I tried with 1024 Xmx it does increase mem space significantly but does not change the problem of caching data.
Well I said to change the loading methods to InputStreams, but  I'm not readyfor the moment.

You break up each character into many small sprites rather than permuting them and representing each of them as one large sprite. For example, in a fighting game, you have different sprites for the head, each limb, the torso, etc. That should easily cut down the number of images.
20  Java Game APIs & Engines / Tools Discussion / Re: Not getting NetBeans profiling results... on: 2007-03-19 09:21:45
A little late for a response, eh? It turned out to be that user's fault although not for the reason described. It's been so long, that I forgot exactly what it was he did wrong.
21  Game Development / Performance Tuning / Re: Mediatracker peaks my RAM usage alot!. on: 2007-03-17 00:46:31
Sorry if this was answered already, but what kinds of images are you loading where the game actually needs this much RAM? I can't even fathom what these could be, particularly for a TBS strategy game.

If you really need all these images loaded at once, then seriously consider moving over to OpenGL and loading in DXTn compressed textures (also known as S3TC), which really do take up far less VRAM.
22  Discussions / General Discussions / Re: Who's got Vista yet? on: 2007-03-14 01:55:40
It's called Beryl.

I too noticed that some apps launched much quicker on Vista than they did on XP. Office 2007 was one of those apps and loaded about 4 times as quickly (2 second vs. 8 seconds). My own app, StencylWorks also made a surprising gain too by being able to load up cold in half the time it took in XP. (1 second vs. 2 seconds)
23  Game Development / Artificial Intelligence / Re: How fast should A* run? on: 2007-03-13 06:25:47
What does does your graph/map look like? If there are lots of walls and obstacles, then using the current heuristic may not be the best choice and using something like a cluster heuristic would better suit that. What does your fill pattern look like currently?

Alternatively, you could look at a different data structure, but if switching to a linked list has no effect, then switching to something better will also have little effect since that doesn't appear to be the bottleneck. I would say though that priority queue isn't optimal. You might want to try a heap as the poster above suggests or a bucketed priority queue instead.
24  Games Center / Archived Projects / Re: Stencyl - Tile-Based Game Creator on: 2007-03-11 18:13:11
Stencyl itself is free and open source, but people who make games with it are technically free to do what they want with it.

As mentioned in my blog, I would really like to see a second developer hop on board after our first public release to help speed things up.
25  Discussions / General Discussions / Re: Who's got Vista yet? on: 2007-03-11 17:42:23
I wouldn't count out OS X. I'm seeing significantly more people using Macs today than I was just 5 years ago. Just to throw out multiple cases, at my former high school, only a band of 5 or so people in the whole school used Macs. Today, more than half the students use them, and it's by their own volition. This is for a school with about 500 students.

At the university, just 3 years ago, I didn't see all too many Macs, but starting last year when they switched over to Intel, everybody started switching over, and I'd estimate that a good quarter of the people use them now. Don't count out OS X because it's really making strides, at least in the consumer space.
26  Game Development / Newbie & Debugging Questions / Re: Questions about DXTn on: 2007-03-10 23:26:45
Worked like a charm (on my setup at least, but I have to double-check now on the setups where this actually matters), and I didn't even notice any time spent decompressing. Thanks for the tip!
27  Game Development / Newbie & Debugging Questions / Re: Questions about DXTn on: 2007-03-10 18:15:54
For some reason, I was under the impression that it only did compression. Thanks for the heads up. I'll let you know how this goes on those few setups.
28  Game Development / Newbie & Debugging Questions / Re: Questions about DXTn on: 2007-03-10 05:37:46

Even the 9200se which is *the* shittest card in the world supports OGL 1.3...Trust me, dont worry about it.

If you are really adminant, you need to decompress textures on init and upload via glTexImage2D.


I'm actually talking about people with older, year 2000-era Intel graphics (a 9200 would already be low-mid range in my book when speaking about my target audience).

So how do I do this software decompression anyways?
29  Game Development / Newbie & Debugging Questions / Re: Questions about DXTn on: 2007-03-09 22:13:29
One final question. How can I support people who have no support for this? These are people with OpenGL 1.1 but no S3TC extension.
30  Games Center / 4K Game Competition - 2007 / Re: judging / results TBA on: 2007-03-08 07:14:34
and for those who dont feel like getting hardcore into LWJGL:

Slick 16k contest

I would actually prefer that very much to just a plain 16K LWJGL contest. Might give that a go if it happened. Smiley
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