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1  Game Development / Game Mechanics / Re: Compilation bug in JOODE on: 2007-07-16 13:25:06
In fact, I had added it since a few days, but forgot to commit.
It's fixed now.
2  Game Development / Game Mechanics / Re: Multiple Geoms for the Same Body [JOODE] on: 2007-06-16 13:18:13
that sounds like GeomTransform. But I don't know, if it works already.
Ah yeah, forgot that.

I don't follow you. The class Space groups geoms, that can collide with each other, so how do you want to force fixed positions into there?
Yeah, you're right. So that's a bad idea.

I think using GeomTransform is the easiest way, because it's not as trivial as it first looks to have several geoms in one body, because the problem the solver has to solve gets modified.
Well, I don't see it as a more difficult problem for the solver because the solver doesn't know from which geom the  contact joint comes (IIRC), so if contact points come from one geom or several shouldn't make a too big difference.
3  Game Development / Game Mechanics / Re: [joode] TriMesh on: 2007-06-16 13:04:38
TriMeshBox is implemented now, too. I just convert the Box into a TriMesh in the Collider. There may be some bugs in it though (espacially with not 2x2x2 boxes), because I use some crude trick (I misuse the rotation matrix to also contain scaling) to set the size of the box, so I don't have to set the vertices all the time.
Come on, that's a clever trick and if simple I hadn't thought of it. But why in the world do you need to hack the rotation matrix to contain scaling, and how is it difficult to generate the triangles for a box ??
Ah, you mean a box dimension can change and that's the problem ?
4  Game Development / Game Mechanics / Multiple Geoms for the Same Body [JOODE] on: 2007-06-15 15:51:05
Hi everyone,

this day I've been working hard on XPAL (Xith3D Physics Abstraction Layer, for those who don't follow) and I came accross the problem of having a Body with multiple shapes.
As I see it, it could be done in several ways (classified in order of increasing coolness) :
- I remember there was a fixed Joint in ODE but that would require multiple bodies, would be needlessly slow, and probably unstable.
- By hand, the Body refers to nothing, and the users just detect collisions for the Geoms he wants, then update the pos/rot of the Geoms from the pos/rot of the Body
- By having a list of Geoms referred in Body instead of just one. But that would require that the Geom have two position/rotation : one position/rotation relative to the body (which doesn't change with stepping), and another absolute (world coordinate, is updated each step with the Body's own position/rotation)
- By simply using a Space, but that would also require that the Geom have two position/rotation (relative to Space pos/rot, and world coord).

The solution I prefer is the last one (Space), but it needs changes in JOODE to be implemented.

So, JOODE devs (thomas, arne, ..) what do you think about that ?
5  Game Development / Game Mechanics / Re: [joode] TriMesh on: 2007-06-15 06:50:39
Great ! A billion thanks, Arne !
6  Game Development / Game Mechanics / Re: [PhysX4J] Alpha version released on: 2007-06-01 14:46:25

Is PhysX significantly faster than e.g. ODE, JOODE ?
7  Java Game APIs & Engines / Xith3D Forums / Re: on: 2007-05-11 14:58:32
I will try to send him a mail. But the last times I did, he didn't answer Sad.
He has several e-mail addresses.. not all are active...
8  Game Development / Game Mechanics / Re: A few friendly suggestions for JOODE on: 2007-05-07 13:09:47
@t_larkworthy : may I mention (since I'm the project owner of it Smiley ) that OpenMali is open-source, welcome contributors and is open to changes ! As long as it's backward-compatible with sun-vecmath (which mean don't delete/rename methods/fields), you can add whatever is missing. We could even think about further change but then supporting Java3D would need an additionnal data-structure-conversion layer.
9  Java Game APIs & Engines / Xith3D Forums / Re: Installation on: 2007-04-27 15:50:04
Hi Pat,

Welcome to Xith3D World,

Sorry for having you worked hard on my problem. I will check out from SVN and try again.
Actually you're not the owner of this problem  Grin it reveals in fact a design problem in Java3D... (they shouldn't copy vecmath.jar in the JRE library directory

And about a new install doc, I think there's one floating around on forum, I'll try to publicize it.

10  Game Development / Game Mechanics / Re: Opinions please? on: 2007-03-28 14:12:43
Hey, simulatoralive.

I see your project as very interesting, unfortunately (and I think it's representative of many, if not most, guys here) I already have many projects.

I find interesting your "doing it differently" way. We're a bit in that philosophy in the Xith3D project and we're thinking about the "after-Xith" (new scenegraph project after 1.0). I'm personnally convinced that tons of things could be done better.

Your Physics lib e.g., seems interesting since so far the ones I know in Java don't do "collision *fixing* between steps" (at exact collision time).

I wish you good luck for the future.

Also, if you want any chance to get noticed by the "busynessed men" Smiley just make your demos available in a ready-to-launch format, (e.g. JWS-like or All in one jar).
11  Game Development / Newbie & Debugging Questions / Re: Relaunching the VM on: 2007-03-14 16:17:37
We will do something similar in the Xith3D project to be able to override the bootclasspath on Mac Os X. For the time being, Amos has started a little framework to start his digibots school project. You can download the jar and will find the "oneclick" source included:

Maybe we should join forces and make this framework a generic solution for this kind of webstart and single-jar deployment.
Yeah, exactly.

Runtime.exec() doesn't care about the extension of the executables. I mean, if you give it a ".exe" file, then fine. But if you just give it "java", on windows it'll find "java.exe" (and maybe others, java.lnk, java.pif, java.bat, who knows ?) and I guess on mac it'll find the right file Smiley

At least in OneClick I do just java.home + "java" and it works perfectly on Linux + Windows.

(NOTE : In the current OneClick version, you will find sometimes that Digibots (which is the only example I have, so far) doesn't launch until you kill the "javaw.exe" process and leave the "java.exe" exe running. This will be fixed soon and is not related to the "java"/"java.exe" issue).
12  Java Game APIs & Engines / Xith3D Forums / Re: alienating Xith on: 2007-03-13 18:05:29
Guys there is not much activity here on Xith forum, i know its been moved to Xith homepage, but by doing this, it might be a big hindrance for newcomers, and Xith might also loose on expert guidance from old graphic user... am i wrong..!!
Yeah but on the other hand, moving to has proved to be a good decision after all.. We have all of a community at, I think it's OK like that.
As for expertise, when e.g. we need advice we can always come here and ask JOGL/LWJGL/jME/jPCT/Java3D/Aviatrix3D/VolatileEngine guys Smiley
13  Game Development / Game Mechanics / Re: JOODE tests conversion to current Xith3D on: 2007-03-04 18:40:24
no I think its ok.
14  Game Development / Game Mechanics / Re: JOODE tests conversion to current Xith3D on: 2007-03-02 16:50:13
So, any objections that I merge the two branches ?
15  Game Development / Game Mechanics / Re: New Version of Phys2D on: 2007-03-01 19:44:32
*Really* impressive man. I'll be looking forward to have some release quality code so that I can provide support for Phys2D from Xith3D (efforts from physics are currently being made).
16  Game Development / Game Mechanics / Re: JOODE tests conversion to current Xith3D on: 2007-02-23 16:08:49

any plans to merge the "openmali-powered" branch and the trunk ?
17  Java Game APIs & Engines / jMonkeyEngine / Re: Is jME still maintained ? on: 2007-02-23 15:26:10
You're right....I just saw his propaganda speak getting thrown in and was afraid some unknowing noob would pass by and see his statement and think Xith was better than jME.....

BTW "Amos", I thought you were going to give jME a real shot....whatever happened to that?  We've proven we have more features, a faster scene-graph, and better community support....that's what you wanted wasn't it?  You just disappeared after that debate....
Dont' want to open that chapter again. "Choose an API and stick with it" convinced me (it was kevin glass who said that, IIRC). We have a very active community for Xith3D and I'm happy with that.
Go your way, man. I don't have nothing to do with jME if it's already perfect.
18  Discussions / Community & Volunteer Projects / Re: Project Proposal: Midnightdream on: 2007-02-23 15:20:24
I don't want to stand against that project but please make that your project description don't have the "mmo" acronym in it.. It seems just a bad idea..
19  Game Development / Game Mechanics / Re: JOODE tests conversion to current Xith3D on: 2007-02-21 07:07:03
the "main branch" is the "trunk", isn't it?
Yeah, that's what I mean.
20  Game Development / Game Mechanics / Re: JOODE tests conversion to current Xith3D on: 2007-02-20 15:15:48
look under branches/ , instead of trunk.
okay, but didn't you say you were going to merge with the main branch ?
21  Game Development / Game Mechanics / Re: JOODE tests conversion to current Xith3D on: 2007-02-19 20:08:57
So, I can't see anything in the main branch.. what is the progress with the OpenMali switch ? As I said, I'm waiting on that to continue to work on XPAL.
22  Game Development / Game Mechanics / Re: JOODE tests conversion to current Xith3D on: 2007-02-13 15:14:05
Where do I actually download openMali?
Official website :

We use a release in Xith3D :
(Seek openmali.jar)

If you have any problems, let us know (Marvin and/or me)
23  Game Development / Game Mechanics / Re: Which physics engine? on: 2007-02-12 12:39:35
Personally I'd advise you the Xith3D+JOODE couple. I won't dissert on why Xith3D and not jME/Java3D but know it's a viable alternative. About ODEJava vs JOODE, true ODEJava is more mature but also  you sometime experience unforeseeable bugs for no particular reason (hardly debuggable, since it's a JNI binding of ODE).

But in the end, all advice in the world can't replace testing.. so go on and test some solutions, stick on whatever feel most comfortable for you..
24  Game Development / Game Mechanics / Re: JOODE tests conversion to current Xith3D on: 2007-02-10 16:37:37
(Note : I need JOODE to be to the latest Xith3D so that I can implement and improve the XPAL (Xith3D Physics Abstraction Layer) to work tightly with JOODE).
25  Java Game APIs & Engines / Xith3D Forums / Re: Swing GUI on (Non-HUD) Rectangles on: 2007-02-07 18:04:51
Maybe I am wrong. But I am very sure, that this is definitely not possible. Sorry.
You mean it's not implemented. But it shouldn't be too hard to implement it.
Do 3D picking on your plane, then transform the coordinates into the plane space, and convert them into pixel coordinates. Here it is.
26  Game Development / Game Mechanics / Re: OctTree on: 2007-02-06 22:22:03
And the winner is....

OcTree Smiley
27  Java Game APIs & Engines / jMonkeyEngine / Re: Is jME still maintained ? on: 2007-02-05 20:31:48
I decided to get a look at jME because I read that the community is big, responsive and supportive. I have just one concern : the last jME release seem to be the 0.10 which is more than 7 months old.

Does it mean that this great engine is slowly abandoned or should I not rely on release regularity, the night build being actively updated ?
Sorry I'm a bit late but consider to take a look at Xith3D, too. Progress went increasingly fast these last 10 months. Not saying jME is not as good or whatever but some people actually found Xith3D better for what they wanted (talked about the "cleanness" of the API..).
And I have mixed feelings about Mark's and Joshua's work at NCSoft, I find cool that they've been employed ("success of the open-source model") but on the other hand, and as they said themselves they "keep the best things [in jME] for themselves [understand:NCSoft]" so..
28  Game Development / Game Mechanics / Re: [JOODE] Contribution on: 2007-02-03 09:08:27
I agree with the idea of a on/off switch for faster less-accurate math routines, but I wonder if adding such an option will impose a performance penalty of its own?  I would hope that if the math code is called through an interface that HotSpot will inline the virtual calls since there will likely only be one implementation in use anyway.
Yeah just what I thought... but are calls via an interface inlined ? (I have very limited knowlege of the JVM internals)
29  Game Development / Game Mechanics / Re: [JOODE] Contribution on: 2007-02-02 16:03:32
Well, what accuracy is JOODE guaranteeing to the user? Is accuracy v. speed configurable? At what point of accuracy is this slower than Math.sqrt?
Why not let the user configure that ?
Just a "Math Optimizations" Enable/Disable options.

JOODE is Java, that code is converted C code. It was written to be close to the hardware, which of course makes me suspicious of it. Has this Java code been shown to work on any non-x86 environment? (It should of course, but better to test these things before they are relied upon to be always correct)
biggeruniverse, see the beginning of this thread. It has been reported to work on a 64bit processor.

I hope we take it, as it is faster, but first it has to be proven out.
See DP benchmark. Or were you talking about non-x86 platform compatibility ?

Well, first thing first, let me finish the conversion to pure vecmath. I'll branch it for easy testing, and then it can be decided what to do about optimizations.
OK, no problem.
Anyway, change from sun vecmath to our modified vecmath is pretty straight-forward.
30  Game Development / Game Mechanics / Re: JOODE developer mailing list on: 2007-02-02 15:57:46
I'm on
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