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1  Game Development / Networking & Multiplayer / Help with Protocol family unavailable exception. on: 2009-11-23 00:57:20

Hello I am a little stuck on this exception that I am getting.


I keep getting this exception on the server side, but not the client side. The client side connects with no problem.
I am trying to solve it for the Server Side for I do not get this exception any more. Any help would be appreciated.
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java.net.SocketException: Protocol family unavailable
        at sun.nio.ch.Net.connect(Native Method)
        at sun.nio.ch.DatagramChannelImpl.connect(Unknown Source)
        at game.server.Client.setUDPConnection(Client.java:125)
        at game.server.Client.<init>(Client.java:33)
        at server.ServerClient.<init>(ServerClient.java:24)
        at server.TankClientListener.addClient(TankClientListener.java:31)
        at game.server.ClientListener.checkNewPlayers(ClientListener.java:23)
        at game.server.GameServer.run(GameServer.java:44)



The server is running on the same machine as the client when testing.
This is suppose to be a TCP/UDP server for a game I am working on.

Works on the Client Side when the client connects but not on the Server side when the server side accepts the connection and sets up the UDP channel.

The source code that is used on the Client and Server for making the UDP connection is below.


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==========================
Server Side==================
==========================

public boolean setUDPConnection(){
   try{
      mainChannelUDP = DatagramChannel.open();
      mainChannelUDP.connect(new InetSocketAddress(mainChannelTCP.socket().getInetAddress(),2593));
      mainChannelUDP.configureBlocking(false);
   }catch(Exception e){e.printStackTrace();return false;}
   return true;
}//END METHOD

==================================================================
Client Side==========================================================/
==================================================================

public boolean setUDPConnection(){
   try{
      mainChnlUDP = DatagramChannel.open();
      mainChnlUDP.connect(new InetSocketAddress(mainChnlTCP.socket().getInetAddress(),2593) );
      mainChnlUDP.configureBlocking(false);
   }catch(Exception e){e.printStackTrace(); return false;}
   return true;
}//END METHOD


------------------
-Java Version-
------------------
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java version "1.6.0_10"
Java(TM) SE Runtime Environment (build 1.6.0_10-b33)
Java HotSpot(TM) Client VM (build 11.0-b15, mixed mode, sharing)


Thank you very much for the help.
2  Games Center / Showcase / Re: Flames of Anaria: 2D RPG on: 2009-05-13 14:12:35
Well I played it and I think the gameplay is very good. I really like listening to the secret of mana music.

When moving around as the character the scrolling of the screen does not seem smooth to me.

Going into the forest is not a smooth transaction.
I usually have to right click on the program on the taskbar to make the character go to the forest.


And for rabbits they are pretty rich to be carrying around 15 gold coins. Shocked
3  Game Development / Shared Code / Loading and Drawing 2d Images with drawPixels in JOGL on: 2009-05-11 13:04:26


This class will load transparent or non-transparent images into some buffer with there width and height
The transparent color will the pixel color at the lower left of the image.
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import java.awt.Image;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import java.nio.ByteBuffer;
import java.awt.Color;
import javax.imageio.ImageIO;

public class StaticImages {

   public static ByteBuffer _32BITImages[] = new ByteBuffer[32];
   public static int       _Width[]= new int[32];
   public static int       _Height[]= new int[32];
   
   
   
   
   public static void setBTrans(BufferedImage name,int temp){
      for (int _yi = 0; _yi<name.getHeight();_yi++){
      for (int _xi = 0; _xi<name.getWidth();_xi++){
      if (name.getRGB(_xi,_yi)==temp)
      name.setRGB(_xi,_yi,0);
      }//END X FOR STATEMENT
      }//END Y FOR STATEMENT
     
      }//END METHOD
   
   
   
   
   
   
   
   
   
   private static int fixRGB(int num){
      int Alpha = 0xFF000000;
      int Red   = 0x00FF0000;
      int Green = 0x0000FF00;
      int Blue  = 0x000000FF;
      int finalR = 0;
     
      Red   =   num & Red;
      Red   =   Red << 8;
     
      Green   =   num & Green;
      Green   =   Green << 8;
     
      Blue   =   num & Blue;
      Blue   =   Blue << 8;
     
      Alpha  =   num & Alpha;
      Alpha  =   Alpha >>> 24;
     
     
      finalR = Red | Green | Blue | Alpha;
     
      return finalR;
   }//END METHOD
   
   
   
   

   public static void Load32BitImg(String name,int id,java.awt.GraphicsDevice GD,boolean trans){
      try{

      Image imgTemp;
      imgTemp = (Image)ImageIO.read(new File(name));
      ByteBuffer buf;
      //System.out.println("Found File");
     
      BufferedImage Bimg = GD.getDefaultConfiguration().createCompatibleImage(imgTemp.getWidth(null),imgTemp.getHeight(null),Color.BITMASK);
      Bimg.getGraphics().drawImage(imgTemp,0,0,null);
     
      if (trans)
      setBTrans(Bimg,Bimg.getRGB(0,Bimg.getHeight()-1));
     
      buf = ByteBuffer.allocateDirect((Bimg.getWidth()*Bimg.getHeight())*4);
     
      for (int y = 0; y< Bimg.getHeight();y++){
         for (int x = 0; x< Bimg.getWidth();x++)
      buf.putInt(fixRGB(Bimg.getRGB(x, Bimg.getHeight()-y-1)));
      }//END FOR LOOP
         
      //System.out.println("BUFFER MADE");
     
      _32BITImages[id] = buf;
      _Width[id] = Bimg.getWidth();
      _Height[id] = Bimg.getHeight();
     
      }catch(IOException ie){
      System.out.println("Error Reading Image");
      }//END TRY AND CATCH STATEMENT
      }//END METHOD
   
   
   
   
}//END CLASS




How to draw those images.
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       tempGL.glEnable(GL.GL_BLEND);
       StaticImages._32BITImages[imgID].clear();
     
   tempGL.glRasterPos2i(X Position,Y Position);
   tempGL.glDrawPixels(StaticImages._Width[imgID],
                     StaticImages._Height[imgID],
                     GL.GL_RGBA,
                     GL.GL_UNSIGNED_INT_8_8_8_8_REV,
                     StaticImages._32BITImages[imgID]);
        tempGL.glDisable(GL.GL_BLEND);

4  Games Center / WIP games, tools & toy projects / ERPGM (Example Scripts and Examples of shots of running) on: 2006-12-13 06:32:09
ERPGM stands for Element RPG Maker.
This is one project I been working on for awhile and its getting there.
The most proudest thing about this project would be the custom scripting lang. I made for it.

-Example Code-
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loadimg [short](0),"gamebanner.JPG"
loadimg [short](1),"goblin_anm.GIF"
drawimg [short](0),[short](0),[short](40),[short](40)
drawimg [short](1),[short](1),[short](10),[short](100)
setTitleScreen "testtitle.jpg"
setTitleMenuPos [short](200),[short](200)
setMaxTimers [short](2)
setTimer [short](0),10
initTitle
[brake]()
[end]



This scripting lang can be used for other projects too and I will realease it in due time for other people to use.
-There is no built in commands for this lang. all commands are user created/costum for the type of project being worked on.
-code is compiled down to a special code.
-No need to know the code format when compiled. Comes with loader
-There is a fast code stack, which allows you to pop on code objects to the top or bottom and calls each one in order.
-Very Very easy Syntax(got the idea from assembler syntax)
-Comes with a runtime engine to run the code
-Can easly be distribute to others
-very small file size when compiled down(code posted is 182 bytes)
-and more


Here is two screen shots of when the code was running for my RPG Maker.(Remember these are just test images)

First Screen seen for ten seconeds


Then loads the title screen.(Title screen was some random picture i got online and not mine)



Hopefully I can get my tile engine impletemeted in a couple of days.(Its done just need to be fixed a little)
I got a lot of the java files done its just the bug checking with each one to work right for the engine.

Hopefully I can get this done before summer of 07.
Sorry I dont have much else to show but I will keep this thread updated with any new content I would like to show for the maker/engine


5  Java Game APIs & Engines / JOGL Development / Re: OpenGL with Frame acting weird. Can someone please look over code. on: 2006-02-12 04:45:45
For Some reason it works with Double Buffer, but not Single Buffer. Weird. When I turn Double Buffer on and get rid of flush and switch  it with the  GLDrawable swapbufffer() method It seems to my eyes work fine( That is until I minimize it, but I fixed that for I can).  Also it goes real slow with lag when I move the window around if I dont use the java2d opengl pipeline. (-Dsun.java2d.opengl=true). mmmmmmmmmm
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6  Java Game APIs & Engines / JOGL Development / OpenGL with Frame acting weird. Can someone please look over code. on: 2006-02-12 00:43:50
Hello. I am practicing with openGL some more, before i even start a new project and I am having this slight problem with openGl drawing to a canvas with in a frame. It draws blue(since thats the color I picked) every where and even on the frame's border. And on my Command Prompt if I move it over it.

Maybe someone could look over my source code(Remember this is just practice code so ignore the uglyness) and see if I am doing something wrong.

I used these when I did it.
Java SDK/JDK = jdk1.5.0_06
Java Run Time= jre1.5.0_06
JOGL Version  =JSR-231 beta 02 - January 4

Thanks In advanced.

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import java.awt.*;
import javax.media.opengl.*;
import javax.swing.*;


public class test{

private int checkC = 0;

private AWTGraphicsDevice GLGD;
private AWTGraphicsConfiguration GLGC;
private GLDrawable GLDraw;
private GL mainGL;
private GLCapabilities GLCap;
private GLContext GLCon;
private Graphics2D g2d;
private GraphicsEnvironment env = GraphicsEnvironment.getLocalGraphicsEnvironment();
private Canvas mainC;

private Frame frmTest = new Frame("Test");


public void setup(){
GLCap = new GLCapabilities();
GLCap.setDoubleBuffered(false);
GLCap.setSampleBuffers(false);
GLCap.setHardwareAccelerated(false);
GLCap.setRedBits(8);
GLCap.setBlueBits(8);
GLCap.setGreenBits(8);
GLCap.setAlphaBits(8);
//GLGD = new AWTGraphicsDevice(env.getDefaultScreenDevice());
//GLGC=(AWTGraphicsConfiguration)GLDrawableFactory.getFactory().chooseGraphicsConfiguration(GLCap,null,GLGD);

mainC = new Canvas();

GLDraw =GLDrawableFactory.getFactory().getGLDrawable(mainC,GLCap,null);
GLDraw.setSize(640,480);

mainC.setIgnoreRepaint(true);

GLCon = GLDraw.createContext(null);
GLCon.setSynchronized(true);

if (GLContext.getCurrent()==null){
System.out.println("Nothing is Current");
}else{
GLContext.getCurrent().release();
System.out.println("Whatever was current is Released");
}//END IF/ELSE STATEMENT


frmTest.setVisible(true);
frmTest.setIgnoreRepaint(true);
frmTest.setSize(640,480);
mainC.setVisible(true);
frmTest.add(mainC);
frmTest.setResizable(false);


mainC.addNotify();

GLDraw.setRealized(true);

checkC=GLCon.makeCurrent();

if (checkC == GLContext.CONTEXT_NOT_CURRENT)
System.out.println("NOT CURRENT");
else if (checkC == GLContext.CONTEXT_CURRENT_NEW)
System.out.println("NEW CURRENT");
else if (checkC == GLContext.CONTEXT_CURRENT)
System.out.println("Context Current");


loopmain();
}//END METHOD




public void loopmain(){

mainGL = GLCon.getGL();


mainGL.glClearColor(0.0f,.05f,.75f,1.0f);

mainGL.glViewport(0,0,640,480);

mainGL.glMatrixMode(mainGL.GL_PROJECTION);
mainGL.glLoadIdentity();
mainGL.glOrtho((double)0,(double)640,(double)0,(double)480,(double)0,(double)1);

mainGL.glDisable(mainGL.GL_DEPTH_TEST);
mainGL.glColor3f(1.0f,0f,0f);


while(true){
mainGL = GLCon.getGL();

mainGL.glClear(mainGL.GL_COLOR_BUFFER_BIT);

mainGL.glBegin(mainGL.GL_POINTS);
for (int a=0;a<40;a++)
mainGL.glVertex2i(320,a+50);

mainGL.glEnd();

mainGL.glFlush();
}//end while

}//END METHOD




public static void main(String args[]){
new test().setup();

}//END METHOD




}//END CLASS
7  Discussions / General Discussions / Re: Why makes games in Java ? on: 2005-09-21 04:45:34
You can't really access the hard ware directly any more. (Unles you make a boot up game or use a OS that allows you to. Try to access a different memory location out side your program, A000:0000 for example or a  hardware port number or even try calling intturupt 10h in C++)

Easy to do graphics and Easy to read and understand. Thats one reason to do Java game programming.
8  Game Development / Game Play & Game Design / Re: Tile Engine choice dilemma on: 2005-08-15 07:39:56
(I was on vacation since last week)
Thanks for the help all. I will do the single dimention array idea and stick with bytes. The chunk idea is a great idea, I will keep that in mind and all other peoples' ideas.


-thanks for the help-
      Epo
9  Game Development / Game Play & Game Design / Tile Engine choice dilemma on: 2005-08-06 19:27:51
Hello friends.
I am working on a tile engine for my RPG and I am kinda in a dilemma at the moment for it.
I went  through lots of thinking and calculations of how to do ceratin things right.
Right now I am using a 3 Dimentional byte array[][][].
I am using a byte array because of map size and memory. A 3 layer 500x500 map would take 750k of memory away, but since Java can't
do unsigned bytes, which is kinda annoying, I am stuck with 127 DIffernet types of tiles for one map. I thought about going to a three dimentional short array, but that would be taking lots of memory away just for a map. (3 layers 500x500 would be 3MB.).

I have thought about splitting it in half. By having the byte layer for sprites and the short layers for tiles.

Which would be the best away to approach a tile system. And do you think it would be safe to use shorts for today machines. My target machines would be at least 32/64 MB of memory and up. (Do you think I am thinking to low for today?) For some reason I always try to get my programs to take not much memory.
10  Game Development / Newbie & Debugging Questions / Smooth Key Events on: 2005-01-18 20:27:34
Hello.

I am haveing trouble with doing my controls right for my game. The problem is that it is more of a logical error and I can not get it to work smoothly. Like when i push and hold on the up arrow, it will go up then stop for like half a seconed then continue going up. I am using keyEvents and do it like most tutorials show on the web, but this seems to not work well for me. I want it to go up and keep going up when i hold down my key and not stop for like half a seconed then continue normaly. I am not sure what I am doing wrong. I looked on the web for tutorials, but most of them are just the old keyUP and keyDown ones.

public void keyPressed(KeyEvent e){
int codeNum= e.getKeyCode();

if (codeNum==e.VK_UP){

if (ya>0)
ya=ya-8;
ballDir='u';

repaint();
}else if (codeNum==e.VK_DOWN){

if (ya<178)
ya=ya+8;
ballDir='d';

repaint();
}//End IF


}//END METHOD

public void keyTyped(KeyEvent e){
int codeNum= e.getKeyCode();

}//END METHOD

public void keyReleased(KeyEvent e){
int codeNum=e.getKeyCode();
}//END METHOD
11  Game Development / Newbie & Debugging Questions / Re: Trouble With getting Applet to work with brows on: 2005-01-14 00:46:23

Here is the pong code



import java.applet.Applet;
import java.awt.*;
import java.awt.event.*;
import java.util.Random;

public class pong extends Applet implements Runnable, KeyListener{

Thread thr = new Thread(this);

Image buffer;
int ya=89;
int yb=89;
int yc=105;
int xa=165;

int rightScore=0;
int leftScore=0;

int ycAdd=0;
char ballDir='c';

boolean fps = true;
char dir = 'r';

Random num = new Random();

sprite sa = new sprite("sword.png",1);
sprite sb = new sprite("sword.png",1);
sprite ba= new sprite("ball.png",1);


public void init(){
addKeyListener(this);
setBackground(Color.black);
thr.start();
}

public void paint(Graphics g){

sa.pasteSprite(this,g,0,ya);
sb.pasteSprite(this,g,325,yb);
ba.pasteSprite(this,g,xa,yc);

g.setColor(Color.green);
g.drawString("SCORE",120,10);
g.drawString(""+leftScore+" // "+rightScore,125,30);

}

public void update(Graphics g){

if (buffer == null)
buffer=createImage(350,250);
Graphics ga= buffer.getGraphics();
ga.clearRect(0,0,350,250);
paint(ga);
g.drawImage(buffer,0,0,this);
ga.dispose();


}//END UPDATE METHOD



public void run(){
while(fps){

//AI CODE START HERE
if (yb>yc+20 && num.nextInt(2)==1)
yb=yb-8;
if (yb+72<yc && num.nextInt(2)==1)
yb=yb+8;
//AI CODE ENDS HERE


if (hit.spriteHitTest(sa,ba)){
dir='r';
if (ballDir=='u')
ycAdd=num.nextInt(3)+2*-1;
if (ballDir=='d')
ycAdd=num.nextInt(3)+2;
}//ENF IF
else if (hit.spriteHitTest(sb,ba)){
dir='l';
}//End ELSE IF

if (yc >=230)
ycAdd=-4;
else if (yc <= 0 )
ycAdd=4;

if (xa >=360){
ballDir='c';
ycAdd=0;
yc=105;
xa=165;
leftScore=leftScore+1;
}else if (xa <= -30 ){
ballDir='c';
ycAdd=0;
yc=105;
xa=165;
rightScore=rightScore+1;
}//END ELSE IF

if (dir == 'r')
xa=xa+4;
else if (dir == 'l')
xa=xa-4;




yc=yc+ycAdd;

try{thr.sleep(10);}catch(Exception e){}//SLEEP METHOD

repaint();
}//END WHILE LOOP

}//END RUN METHOD



public void keyPressed(KeyEvent e){
int codeNum= e.getKeyCode();

if (codeNum==e.VK_UP){

if (ya>0)
ya=ya-8;
ballDir='u';

repaint();
}else if (codeNum==e.VK_DOWN){

if (ya<178)
ya=ya+8;
ballDir='d';

repaint();
}//End IF


}//END METHOD

public void keyTyped(KeyEvent e){
int codeNum= e.getKeyCode();

}//END METHOD

public void keyReleased(KeyEvent e){
int codeNum=e.getKeyCode();

}//END METHOD

}//end class


--------Here is the sprite code-------



import javax.swing.*;
import java.awt.*;


public class sprite{

private ImageIcon[] frameSprite;
private int gx;
private int gy;
int currentFrame=0;
boolean _switch=true;


public sprite(String frame, int max){
frameSprite=new ImageIcon[max];
frameSprite[0]=new ImageIcon(frame);
gx=0;
gy=0;
}

public sprite(String[] frames){
frameSprite=new ImageIcon[frames.length];

for (int a=0; a<frames.length; a++)
frameSprite[a]=new ImageIcon(frames[a]);

gx=0;
gy=0;
}

public final void addFrame(String frame,int seg){
frameSprite[seg]=new ImageIcon(frame);
}

public final int returnSpriteX(){
return gx;
}

public final int returnSpriteY(){
return gy;
}

public final int returnSpriteWidth(int frame){
return frameSprite[frame].getIconWidth();
}

public final int returnSpriteHeight(int frame){
return frameSprite[frame].getIconHeight();
}

public final void pasteSprite(Component c,Graphics g,int x, int y,int frame){
frameSprite[frame].paintIcon(c,g,x,y);
gx=x;
gy=y;
currentFrame=frame;
}

public final void pasteSprite(Component c,Graphics g,int x, int y){
frameSprite[currentFrame].paintIcon(c,g,x,y);
gx=x;
gy=y;
}

}
12  Game Development / Newbie & Debugging Questions / Trouble With getting Applet to work with browser on: 2005-01-13 21:54:09
Hello. I made a Pong game in Java and it works fine in appletviewer, but when ever I try to run it as a Applet in IE it just says it failed. I checked the console and I got this. Do you think it could be because I am using Image Icons.

java.security.AccessControlException: access denied (java.io.FilePermission sword.png read)
     at java.security.AccessControlContext.checkPermission(Unknown Source)
     at java.security.AccessController.checkPermission(Unknown Source)
     at java.lang.SecurityManager.checkPermission(Unknown Source)
     at java.lang.SecurityManager.checkRead(Unknown Source)
     at sun.awt.SunToolkit.getImageFromHash(Unknown Source)
     at sun.awt.SunToolkit.getImage(Unknown Source)
     at javax.swing.ImageIcon.<init>(Unknown Source)
     at javax.swing.ImageIcon.<init>(Unknown Source)
     at sprite.<init>(sprite.java:16)
     at pong.<init>(pong.java:27)
     at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
     at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
     at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
     at java.lang.reflect.Constructor.newInstance(Unknown Source)
     at java.lang.Class.newInstance0(Unknown Source)
     at java.lang.Class.newInstance(Unknown Source)
     at sun.applet.AppletPanel.createApplet(Unknown Source)
     at sun.plugin.AppletViewer.createApplet(Unknown Source)
     at sun.applet.AppletPanel.runLoader(Unknown Source)
     at sun.applet.AppletPanel.run(Unknown Source)
     at java.lang.Thread.run(Unknown Source)
Pages: [1]
 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

rwatson462 (30 views)
2014-12-15 09:26:44

Mr.CodeIt (20 views)
2014-12-14 19:50:38

BurntPizza (42 views)
2014-12-09 22:41:13

BurntPizza (76 views)
2014-12-08 04:46:31

JscottyBieshaar (37 views)
2014-12-05 12:39:02

SHC (50 views)
2014-12-03 16:27:13

CopyableCougar4 (48 views)
2014-11-29 21:32:03

toopeicgaming1999 (114 views)
2014-11-26 15:22:04

toopeicgaming1999 (102 views)
2014-11-26 15:20:36

toopeicgaming1999 (30 views)
2014-11-26 15:20:08
Resources for WIP games
by kpars
2014-12-18 10:26:14

Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50
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