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1  Java Game APIs & Engines / OpenGL Development / Re: org.lwjgl.DisplayMode on: 2004-09-23 07:51:21
org.lwjgl.Display ... sorry
2  Java Game APIs & Engines / OpenGL Development / org.lwjgl.DisplayMode on: 2004-09-23 07:36:52
Hi to all.
New release of lwjgl dont contains these classes

org.lwjgl.DisplayMode
org.lwjgl.opengl.Window

i have some problems whit old demo ...
someone cold hel me in creating a WIndow with new release?
how could i launch an application in fullscreen?

some example?
3  Games Center / Archived Projects / Re: Squareheads on: 2004-05-08 04:54:52


Quote
it crashes to the menu after a few seconds...


i have windows XP
with a
SV:   ATI Radeon 9600
CPU: Athlon XP2400+
4  Games Center / Archived Projects / Re: Squareheads on: 2004-05-07 18:00:27

it crashes to the menu after a few seconds...

why???
5  Games Center / Archived Projects / Re: Squareheads on: 2004-04-29 06:28:54
Another little problem!!
During my game session, without a reason, the game return to the menĂ¹ screen. So I have to reJoin! ... what's the matter?!?!
6  Java Game APIs & Engines / OpenGL Development / Re: Auriga 3D Engine want you ..... on: 2004-04-29 05:40:58
Thanks for your work  Wink we are waiting for your version
..... Right now i'm starting to write a completely new shaders system.
7  Games Center / Archived Projects / This error during Webstart on: 2004-04-28 09:44:39
I have had this error:
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java.lang.UnsatisfiedLinkError: nglDrawRangeElements
      at org.lwjgl.opengl.GL12.nglDrawRangeElements(Native Method)
      at org.lwjgl.opengl.GL12.glDrawRangeElements(Unknown Source)
      at trb.md3.MD3Surface.render(MD3Surface.java:182)
      at trb.q3.MD3Loader.render(MD3Loader.java:214)
      at trb.md3.MD3Character$Model.render(MD3Character.java:392)
      at sh.Character$Controller.render(Character.java:167)
      at trb.gui.xp.XPViewport.run(XPViewport.java:111)
      at trb.gui.xp.XPViewport.renderComponent(XPViewport.java:68)
      at trb.gui.Component.render(Component.java:131)
      at trb.gui.Component.renderChildren(Component.java:141)
      at trb.gui.Component.render(Component.java:132)
      at trb.gui.Component.renderChildren(Component.java:141)
      at trb.gui.Component.render(Component.java:132)
      at trb.gui.Component.renderChildren(Component.java:141)
      at trb.gui.Component.render(Component.java:132)
      at trb.gui.xp.XPBorder.render(XPBorder.java:77)
      at trb.gui.xp.XPFrame.render(XPFrame.java:56)
      at trb.gui.Component.renderChildren(Component.java:141)
      at trb.gui.Component.render(Component.java:132)
      at trb.gui.lwjgl.LWJGLScreen.render(LWJGLScreen.java:160)
      at sh.Menu.runMenu(Menu.java:278)
      at sh.SquareHeads.runMenu(SquareHeads.java:187)
      at sh.SquareHeads.main(SquareHeads.java:879)


LWJGL compatibility???
8  Java Game APIs & Engines / OpenGL Development / Re: Auriga 3D Engine want you ..... on: 2004-04-28 07:59:31
Sorry for confusion ......  :-/  Huh  Cool
9  Games Center / Archived Projects / Re: Squareheads on: 2004-04-28 07:08:44
Hi tom!!!
I'm 2late4u .... some time ago ... you sent to me youre engine source ... i used for copnverting a C++ project to view Doom3 map files ... i've lost it ....!!! Damned .... could  you resend please?!??! .... my email is pescetromba@libero.it .... do you remember?!?!?!

remember this thread?

http://www.java-gaming.org/cgi-bin/JGNetForums/YaBB.cgi?board=jogl;action=display;num=1077528790;start=2#2

help me please .... your source code is a bible
10  Java Game APIs & Engines / OpenGL Development / Re: Auriga 3D Engine want you ..... on: 2004-04-28 06:24:38
No ..... project is to release something different than a quake viewer .... i remember your work ... impressive.
thus I thing the developing state of Auriga is less mature than yours.
In a future we hope to integrate lot of advanced features like bumpmapping, shadows, per pixel lighting ecc... today basically we are working on a shader system that support Alpha and Blend Funcs correctly...

11  Java Game APIs & Engines / OpenGL Development / Auriga 3D Engine want you ..... on: 2004-04-28 05:57:10
Hi to all ...
Auriga is a modern realtime 3d rendering engine entirely written in java. Right now it use the java JOGL Binding implementation for hardware accelerated features.
Today it support Quake3 map, with the standard quake3 lightmaps rendering system.
I hope to migrate the engine to LWJGL architecture ... very soon. Actually ... i'm creating a migration framework ... but a lot of work is already in progress ... need help ....  
Thanks to Java Cool Dude for the excellents demos ...
This is the engine page: http:// http://xoomer.virgilio.it/auriga/Home.html please partecipate and register in the forum
12  Java Game APIs & Engines / JOGL Development / AURIGA PROJECT ... is migrating to LWJGL on: 2004-04-24 12:49:12
Hi to all ....  
This post to annunce the Auriga engine
migration to LWJGL Binding Architecture ....

http://xoomer.virgilio.it/auriga/Home.html  
 
reason: a lot of persons of LWJGL Forums partecipate to the project .... and help me with the engine ....  
nobody of this ... forum seems interested .....  

good bye to all ... sorry for this ...

auriga show must go on

m.abert
13  Java Game APIs & Engines / JOGL Development / Re: Auriga 3D Engine. Project is Closed :( on: 2004-04-24 12:34:10
Hi to all ....
This post to annunce the Auriga engine
migration to LWJGL Binding Architecture ....

http://xoomer.virgilio.it/auriga/Home.html

reason: a lot of persons of LWJGL Forums partecipate to the project .... and help me with the engine ....
nobody of this ... forum seems interested .....

good bye to all ... sorry for this ...

auriga show must go on

m.abert
14  Java Game APIs & Engines / JOGL Development / Re: AURIGA PROJECT: source code released on: 2004-03-29 12:54:32
Hi to all....
AURIGA: source code released. I hope that someone support the project  .... i need mooooooore and mooooooore time for developing all ....
help me ... join auriga ....
15  Java Game APIs & Engines / JOGL Development / Re: AURIGA PROJECT (new site!!) WAITING FOR YOU! on: 2004-03-29 04:10:35
Hi!
Your Answers ...

1 - Any specific reason to keep downloade page empty and keep available by email only?

<< first reason is the limited web-space .... tou see auriga is not an hosted site >>
<< second reason is to mantain the count of downloads ... but soon i hope tu put the sources on the site >>

2 - Is there additional gaming services, such as collision detection, animated models?

<< no .... nothing .... only the rendering system ... peraps many things not presents right now >>

framerate ?!?!! very good ..... 190-200 FPS on Radeon 9600Pro
16  Java Game APIs & Engines / JOGL Development / Re: Per pixel lighting on: 2004-03-27 06:02:59
gooooooood!
Hi Cool Dude! .... i want to implements a simple rendering algorithm rhat use vertex program for coucalating lighting effects per pixel ... if you have some sample source .... send me please .....
it's very important for me .... if you do not use vertex program ... no problem .... send me the sources!!!!

take a look to AURIGA ..... (my project)

http://xoomer.virgilio.it/auriga/Home.html

my project is to create a java Doom3 map viewer ..
every contribution is accepted!!
17  Java Game APIs & Engines / JOGL Development / AURIGA PROJECT (new site!!) WAITING FOR YOU! on: 2004-03-26 23:07:06
Hi to all!
Sorry. But the AURIGA ENGINE homesite have got some problems with images yesterday. If you are still interested to the project visit now new site.

http://xoomer.virgilio.it/auriga/Home.html

it's hard rock .... promise
i hope you are still alive .......

18  Java Game APIs & Engines / JOGL Development / Re: Per pixel lighting on: 2004-03-26 11:47:41
thanks ...
19  Java Game APIs & Engines / JOGL Development / Auriga 3D Engine. Project is open!!! on: 2004-03-26 08:39:49
Hi to all.
Anyone of you could make something for this project.

http://xoomer.virgilio.it/auriga/Home.html

The project is in startup phase. But it is simple. And demostrate how to write rendering engine.
Support it. I hope to upgrade to a site that have a forum!
Anyone could help me?
The source code is totally free.

20  Java Game APIs & Engines / JOGL Development / Per pixel lighting on: 2004-03-25 14:08:43
Anyone does help me on per pixel lighting implementation?
21  Java Game APIs & Engines / JOGL Development / Vertex Program? on: 2004-03-25 14:07:44
Amyone have a vertex program via vertex shader sample?
22  Java Game APIs & Engines / JOGL Development / Re: glDrawElements() unexplained ERROR! on: 2004-03-25 14:04:52
and this is the ...... CurvedSurface class ..... tha FAILS!!!

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public class CurvedSurface extends Surface
{
      public int [][] meshArray = null;
      int list;

    public void draw(GL gl) {
            list = gl.glGenLists(1);
       gl.glNewList(list, gl.GL_COMPILE_AND_EXECUTE);
            int total = meshArray.length;
            int line = meshArray[0].length;

        for (int i = 0; i < total;  i++)
             gl.glDrawElements(gl.GL_TRIANGLES, meshArray[i].length, gl.GL_UNSIGNED_INT, meshArray[i]);
            gl.glEndList();
      }

     
      public void draw(GL gl, GLU glu, VertexArray vertexArray) {
            gl.glActiveTextureARB(gl.GL_TEXTURE0_ARB);
            gl.glEnable(gl.GL_TEXTURE_2D);

                  gl.glBindTexture(gl.GL_TEXTURE_2D, shader.texture[0]);
                  gl.glCallList(list);
      }
}



damned!
23  Java Game APIs & Engines / JOGL Development / Re: glDrawElements() unexplained ERROR! on: 2004-03-25 14:03:00
this is my MeshSurface Class.....

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public class MeshSurface extends Surface {
      public int [] mesh;

      int list;
     
      public void draw(GL gl) {
            list = gl.glGenLists(1);
            gl.glNewList(list, gl.GL_COMPILE_AND_EXECUTE);
            gl.glDrawElements(gl.GL_TRIANGLES, mesh.length, gl.GL_UNSIGNED_INT, mesh);
            gl.glEndList();
      }

      public void draw(GL gl, GLU glu, VertexArray vertexArray) {
            gl.glActiveTextureARB(gl.GL_TEXTURE0_ARB);
            gl.glEnable(gl.GL_TEXTURE_2D);

                  gl.glBindTexture(gl.GL_TEXTURE_2D, shader.texture[0]);
                  gl.glCallList(list);
      }
}
24  Java Game APIs & Engines / JOGL Development / Re: glDrawElements() unexplained ERROR! on: 2004-03-25 13:58:56

this is the vertex array setup ..... but the bug cannot be in this code .... infact it works fine with FlatSurface and Mesh ..... it fails only with Patch surface ....

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      public void prepareArray(GL gl, int flags) {

    gl.glClientActiveTextureARB(gl.GL_TEXTURE0_ARB);
      if ((flags & VERTEX) > 0)
                  gl.glVertexPointer(3, gl.GL_FLOAT, 0, vertBuffer);
        if ((flags & TEXTURE) > 0)
                  gl.glTexCoordPointer(2, gl.GL_FLOAT, 0, texBuffer );
       if ((flags & LIGHTMAP) > 0)
        {
                  gl.glClientActiveTextureARB(gl.GL_TEXTURE1_ARB);
              gl.glEnable(gl.GL_TEXTURE_2D);
                  gl.glTexCoordPointer(2, gl.GL_FLOAT, 0, lmBuffer );
                  gl.glEnableClientState(gl.GL_TEXTURE_COORD_ARRAY);
            }

          gl.glEnableClientState(gl.GL_VERTEX_ARRAY);
            gl.glActiveTextureARB(gl.GL_TEXTURE1_ARB);
          gl.glTexEnvf (gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_COMBINE_EXT);

                        // Operator.
                     gl.glTexEnvi(gl.GL_TEXTURE_ENV, gl.GL_COMBINE_RGB_EXT, gl.GL_MODULATE);
                      gl.glTexEnvi(gl.GL_TEXTURE_ENV, gl.GL_COMBINE_ALPHA_EXT, gl.GL_MODULATE );
                      // Arg0.

                      gl.glTexEnvi(gl.GL_TEXTURE_ENV, gl.GL_SOURCE0_RGB_EXT, gl.GL_PREVIOUS_EXT );
//                      gl.glTexEnvfv(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_COLOR, new float [] { 0.3f, 0.3f, 0.3f, 0.0f} );
                     gl.glTexEnvi(gl.GL_TEXTURE_ENV, gl.GL_OPERAND0_RGB_EXT,  gl.GL_SRC_COLOR);
                      gl.glTexEnvi(gl.GL_TEXTURE_ENV, gl.GL_SOURCE0_ALPHA_EXT,  gl.GL_PREVIOUS_EXT);
                      gl.glTexEnvi(gl.GL_TEXTURE_ENV, gl.GL_OPERAND0_ALPHA_EXT, gl.GL_SRC_ALPHA );

                      // Arg1.
                     gl.glTexEnvi(gl.GL_TEXTURE_ENV, gl.GL_SOURCE1_RGB_EXT, gl.GL_TEXTURE);
                      gl.glTexEnvi(gl.GL_TEXTURE_ENV, gl.GL_OPERAND1_RGB_EXT, gl.GL_SRC_COLOR);
                      gl.glTexEnvi(gl.GL_TEXTURE_ENV, gl.GL_SOURCE1_ALPHA_EXT, gl.GL_TEXTURE );
                      gl.glTexEnvi(gl.GL_TEXTURE_ENV, gl.GL_OPERAND1_ALPHA_EXT, gl.GL_SRC_ALPHA );

                      gl.glTexEnvi(gl.GL_TEXTURE_ENV, gl.GL_SOURCE2_RGB_EXT, gl.GL_PRIMARY_COLOR_EXT);
                      gl.glTexEnvi(gl.GL_TEXTURE_ENV, gl.GL_OPERAND2_RGB_EXT, gl.GL_SRC_COLOR);
                      gl.glTexEnvi(gl.GL_TEXTURE_ENV, gl.GL_SOURCE2_ALPHA_EXT, gl.GL_PRIMARY_COLOR_EXT );
                      gl.glTexEnvi(gl.GL_TEXTURE_ENV, gl.GL_OPERAND2_ALPHA_EXT, gl.GL_SRC_ALPHA );

      }


The engine works fine ..... but it doesn't render curved surface .... HELP PLEASE!
25  Java Game APIs & Engines / JOGL Development / Re: glDrawElements() unexplained ERROR! on: 2004-03-25 03:56:24
.... the generic algorithm approssimation must be like this

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int line;  
   for (int i = 0; i < total;  i++)
   {
          line = meshArray[i].length;
          gl.glDrawElements(gl.GL_TRIANGLE_STRIP, line, gl.GL_UNSIGNED_INT, meshArray[i]);
    }  

but the error is the same ....
26  Java Game APIs & Engines / JOGL Development / Re: glDrawElements() unexplained ERROR! on: 2004-03-24 13:21:17
I have got a Radeon 9600Pro ... but the code .. hit down with the same error.. on Nvidia 5200Fx and radeon 9100 too ....
damned

the method works fine for other surface ...
27  Java Game APIs & Engines / JOGL Development / glDrawElements() unexplained ERROR! on: 2004-03-24 05:15:55
i have a runtime error in this portion of code demended to draw a curved surface ..... my 3d engine is totally written in java using jogl .... and is capable to rendering Quake3 Level complete with lightmaps ... (without curved surface right now Sad)
the code is:
-----------------------------------------------------------

public void draw(GL gl) {
           list = gl.glGenLists(1);
      gl.glNewList(list, gl.GL_COMPILE_AND_EXECUTE);
           int total = meshArray.length;
           int line = meshArray[0].length;

       for (int i = 0; i < total;  i++)
            gl.glDrawElements(gl.GL_TRIANGLE_STRIP, line, gl.GL_UNSIGNED_INT, meshArray);
           gl.glEndList();
     }

------------------------------------------------------------

ERROR:
An unexpected exception has been detected in native code outside the VM.
Unexpected Signal : EXCEPTION_ACCESS_VIOLATION (0xc0000005) occurred at PC=0x1CEEFC84
Function=DrvSetLayerPaletteEntries+0x138E34
Library=C:\WINNT\System32\i81xgicd.dll

I've tryen on other machine..but error is the same ...
QUESTION:
1 - Whats wrong?
2 - Do exists a different method for rendering CURVED SURFACE
28  Java Game APIs & Engines / JOGL Development / Vertex Array Sample?? on: 2004-03-23 06:06:28
Hi to all ...
have someone some example of usign java.nio.buffer for this opengl calls?

gl.glVertexPointer(int p1, gl.GL_FLOAT, 0, Buffer);
gl.glTexCoordPointer(2, gl.GL_FLOAT, 0, Buffer);

how do i can fills the buffers?
and ... when i must do it?
29  Java Game APIs & Engines / JOGL Development / Re: Doom3 render system in jogl on: 2004-02-24 05:29:25
thanks ..... tom
my email address is pescetromba@libero.it ...
1 - the real work is changing multitexuring methods to eliminate texture2 (lightmap) and introduce the normal_map ... (http://www.paulsprojects.net/tutorials/simplebump/simplebump.html chek this out) and the gloss map ....
i'm trying to port this 3d engine code to c++ (http://www.delphi3d.net/  article of 12 FEB 2004) ....... and i have ... a bit of problems right now .... if i resolve .... i will port this to JAVA ..... what dou you think abou it? ... is a great looking engine ... and support a map format ... uncompiled ... like doom3

2 - the great thing og JOGL is the ability to use OpenGL EXTension ..... and we shold use this (REGISTER COMBINERS ... ARB etcc....etcc...)

3 - i think that second step is to modify .... or create a parser for the doom3 map files (only ascii text ... not compiled) i'm working on it ...

send me your email address i send you all the source .... i found ... and my experiments .....

could i have yours?

30  Java Game APIs & Engines / JOGL Development / Doom3 render system in jogl on: 2004-02-23 06:33:10
Hi!!
i'm impressed from results of the xith3d-q3 demo. good engine. good works ....
i have some argumets to talk with everyone .. (sorry for my english)

1 - what do you think about introduce a "per pixel light implementation" in the jogl? .... i'm a c++ programmer and i'm moving to java recently ... i don't think it's too hard ... jogl supports all the 1.4 extension ... abandon lightmaps ... people ... port to Java a 3d engine like Tenebrae

2 - doom3 maps are not compiled with VIS, cause they have no lightmaps ... the map format is not to hard ... if you open a map with a text viewer ... you understand ...
sample: http://tfpsly.planet-d.net/Doom3/
what do you think about help me to write a jogl support?
i have write a little parser ... and i have got the c++ complete source code of doom3 level viewer... (it works only on NVIDIA ..use NV REGISTER COMBINERS.. :-( ...)
the software load and display a doom3 level with entities ... phisic ... and all .....  
who wants to try to port it to jogl ... with me???  
a good points of start should be the xith3d engine ...

reply to my post ... please ...




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