Java-Gaming.org Hi !
Featured games (90)
games approved by the League of Dukes
Games in Showcase (736)
Games in Android Showcase (224)
games submitted by our members
Games in WIP (813)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1] 2 3 ... 42
1  Discussions / General Discussions / Re: JCrete? on: 2017-09-18 10:22:12
PS: I was around too Wink

Yes, great to meet you in person finally!  Smiley
2  Game Development / Newbie & Debugging Questions / Re: Deploying a Java game on Steam on: 2017-09-08 20:18:15
You have heard of this OpenJDK thing, right?!  Tongue  It's 99% (ish) the same code, and nothing has been stopping you from doing any of those things for years.  Which means there was already a path to PS4 and XB1 with that license, by which I assume no-one could be arsed.  Grin [EDIT - ignoring the mention of an open build and testing infrastructure which is interesting.]
3  Game Development / Newbie & Debugging Questions / Re: Deploying a Java game on Steam on: 2017-09-08 18:47:40
Also relevant to this topic in case anyone missed it, Oracle now plans to ship OpenJDK builds (GPL) which will be identical to the Oracle JDK (BCL). See Java: Free At Last.

That's what the other thread referred to earlier (Oracle OpenJDK, every 6 months) is about.  Lousy title, I know!   Smiley  Still, I find the 6-monthly releases at least as interesting as the license change, but then I never use Oracle's releases anyway - OpenJDK on all 3 OS's here.
4  Game Development / Newbie & Debugging Questions / Re: Deploying a Java game on Steam on: 2017-09-07 16:41:47
They only take umbrage, in theory, if you change anything in the JRE distribution.

That's changing too. If you read the blog post I linked to in the Oracle OpenJDK thread there's a bit about this, but also a reference to jlink coming in Java 9 that will allow for building custom runtime images of modules.

Right now, if you use OpenJDK anyway (eg. Azul has cross-platform versions) you can pull it apart however you want.
5  Discussions / General Discussions / Re: Oracle OpenJDK, every 6 months on: 2017-09-07 11:05:33
Well, it might mean we get value types faster when they're ready!  As for Shenandoah, isn't that primarily like G1 really designed for large (multi-GB) heaps?  I'm still hoping that CMS gets un-deprecated and even improved (which judging from various messages on dev lists might happen).  It still seems to be the better option for low-latency, small-heap stuff in my experience.
6  Discussions / General Discussions / Oracle OpenJDK, every 6 months on: 2017-09-07 09:47:48
Surprised no-one's(?) posted about this yet, but interesting news on the Java front - new Java every 6 months and Oracle shipping OpenJDK as standard.   Grin

https://blogs.oracle.com/java-platform-group/faster-and-easier-use-and-redistribution-of-java-se
7  Discussions / General Discussions / Re: Linux builds on: 2017-09-07 09:43:26
I wouldn't bother with reading anything that is Unity specific since Unity is dead!  Wink

You could look at packaging as a .deb file which is really not that difficult - I wrote a blog post on this ages ago.

However, if you want something self-contained, cross-distro and a little friendlier than @princec's tar.gz then have a look at AppImage.  There's also Snappy and Flatpak, which are likely to be the way of the future, but probably not something to use right now.  Yes, it's Linux, expect at least 3 ways to do anything!  Grin  However, at least they're all aiming to work across the board.
8  Game Development / Newbie & Debugging Questions / Re: prevent a clip get closed on: 2017-08-11 16:04:16
I think so, I thougth that when a clip reaches the end of the line it states changes to STOP, so I tought they were closed alone, and because I was using local variables, do you have any idea of what can I do properly?

Yes, stop using Clip!  Grin

However, if you just have a few sounds / don't want the hassle of a proper sound system, make sure you only have one Clip per sound file - you seem to have a Map set up for this already?  Then just replay the existing Clip, probably rewinding it each time (frame position).  You'll probably still be limited to the number of available sounds you can have on the Pi though.

If the limits on number of sounds is still a problem after this approach, then you're either going to have to start using listeners to close the clips when they've finished playing, or decide that really isn't worth the effort and pick one of the multiple libraries that can do software mixing (TinySound, Minim and JSyn being obvious ones that have a usable license)
9  Game Development / Newbie & Debugging Questions / Re: prevent a clip get closed on: 2017-08-11 09:40:58
Your first play method is opening a new Clip every time you want to play a sound, even if it's the same file?  You're also never closing the Clips after playback.  Basically, this code is all wrong, and you'll eventually run out of resources on any platform, just much quicker on the Pi.
10  Game Development / Shared Code / Re: Mp3 Player with Jlayer on: 2017-08-09 20:17:49
Why do you claim that the JavaSound backend is crap? Why don't you send your "constructive" remarks to the author of this library?

I have, multiple times, years ago.  Simply put, any sound library that doesn't do its own mixing to output to the soundcard is built wrongly!  (nb. the OpenAL software libraries do this for you on top of the soundcard driver, JavaSound just gives you direct access to the soundcard device)

I had to install Mint and Mageia on several computers and the sound didn't work when I ran "Breaking the Tower". I assume that it's my fault again as usual, I can't blame JavaSound according to you. It's really ridiculous, it doesn't work on different hardware with two very different distributions and I'm sure that you'll tell me again that the problem doesn't come from JavaSound. As I'm honest, I'll try this fix and I'll make you know if it works:
https://keithp.com/blogs/Java-Sound-on-Linux/

It's not your fault.  It's people writing JavaSound code that assumes because it works on one setup, it'll work on all.  JavaSound isn't actually written like that - it doesn't hide underlying platform differences, but gives you an API to query them.  This is actually a good thing (eg. consider File vs nio2!).
11  Game Development / Shared Code / Re: Mp3 Player with Jlayer on: 2017-08-09 19:09:41
Why not using Paul Lamb's 3D Sound System? Even Minecraft uses it. It supports both JavaSound and several Java bindings to the OpenAL API. I have used it with JOAL for years. It supports OGG very well, Midi, WAV, ...

<yawn>  you're so predictable!  Tongue  Yes, if its features match what you need and you're using OpenAL (the JavaSound backend is crap) then it might be an option.
12  Game Development / Shared Code / Re: Mp3 Player with Jlayer on: 2017-08-08 21:27:49
The licensing program has of course been ended, but still there is a small catch. From this quote:

Quote
Should other vendors be interested in using Fraunhofer’s mp3 software, they can now get in touch with Fraunhofer directly with their query.

They aren't saying that the MP3 software is now license free, you still have to get in touch with the company directly with your queries. It's only that from now on, they won't collect any fee, but there might be restrictions on the use of the software.

Except that this thread is about JLayer so Fraunhofer's software isn't relevant.
13  Game Development / Shared Code / Re: Mp3 Player with Jlayer on: 2017-08-08 14:51:14
I heard there are licensing issues with using MP3s in Java applications, and hence I always use OGG. I don't know what they are though, could someone explain me about them?

Probably to do with the patents, but they've now expired anyway.  https://en.wikipedia.org/wiki/MP3#Licensing.2C_ownership_and_legislation
14  Game Development / Newbie & Debugging Questions / Re: About making game tools on: 2017-08-01 17:11:43
I'll also mention a library / language called Processing, which makes it easy to create visual and animated programs without a ton of boilerplate code. If you're just starting out, it's a great language to use for learning the basics.

+1 to Processing as a great API for learning Java.  However, I wish we could get out of this mindset of calling it a language - it has a couple of very questionable hacky syntax changes that just end up causing headaches.

Oh, and (well, it is a thread about making tools!  persecutioncomplex ) come and have a play with Praxis LIVE, which provides a live/interactive coding environment for Java and happens to ship with the Processing libs included.  Grin
15  Game Development / Newbie & Debugging Questions / Re: Synchronized Drag and Drop?!? on: 2017-07-27 11:01:21
Just do the minimal validation you need to do on the EDT (eg. extracting from the TransferSupport what you need to pass to your Game thread) and just return true. Pop up an error later if that assumption proves to be incorrect?
16  Discussions / Miscellaneous Topics / Re: Cheerpj: convert any Java application and library to a browser-based Web app on: 2017-07-27 10:00:02
All these efforts baffle me. Why Javascript? Seriously just why? It doesn't have to be the defacto clientside language.

Surely you mean defacto VM, seen as most of these efforts are about not having to work in JavaScript?!  Wink  By the way, I'm mostly with you, but I think it's a lot to do with the fact that JavaFX is pretty much a dead end.  World and his dog is switching to HTML5 UI's unfortunately.
17  Discussions / Miscellaneous Topics / Re: Cheerpj: convert any Java application and library to a browser-based Web app on: 2017-07-27 09:45:33
When i worked on web apps (2009-2010) i begin acquaint with framework called (IIRC) "vaadin". It is also Java-based for web apps.
It tries to bring traditional GUI development to the web like Cheerpj but it uses GWT. There are lots of incomplete attempts. For example, bck2brwsr supports JavaFX/OpenJFX and a subset of the Java SE API, there are a lot of similar APIs including TeaVM, Doppio, ...

Also DukeScript is interesting which IIRC can use bck2brwsr or TeaVM in the background, although emphasis there on using the browsers native rendering.  Cheerpj seems interesting, but it doesn't half make the fan on my laptop come to life!  Wink  Interesting talk on desktop Java at JCrete including around DukeScript and a possible Electron-like framework using a Chromium frame and the JVM rather than node.js (bearing in mind client-side Java is still quite big inside industry internally).  The license of DukeScript would appear not to be ideal for this to gain similar traction though.  Undecided
18  Game Development / Newbie & Debugging Questions / Re: Game "running out of memory" with 32-bit JRE's on: 2017-07-26 14:44:39
Yes I know that but the installers aren't very useful without applet and Java Webstart, are they?

Huh?!  Huh  I meant that both AdoptOpenJDK and Azul provide an OpenJDK JRE you can bundle - what's that got to do with the thankfully dead applet and webstart?!
19  Game Development / Newbie & Debugging Questions / Re: Game "running out of memory" with 32-bit JRE's on: 2017-07-26 13:10:59
Azul provides some installers, this is more convenient for non technical end users but it's useless for programmers who want to put the JRE into their own bundles.

They provide both!
20  Discussions / General Discussions / Re: JGO Twitter List on: 2017-07-26 13:06:31
@neilcsmith_net
@PraxisLIVE
21  Discussions / General Discussions / Re: JCrete? on: 2017-07-26 10:39:10
Back in the cold and wet UK, and missing Crete already!  Emo  I'd echo everything Spasi said (even down to the conversation 2' before boarding the return flight!) - if you ever get a chance to go, jump at it!  Such an inspiring trip, and what a venue.



One highlight amongst many was the unexpected invite to do a live-coding breakbeat set at the BBQ - Praxis LIVE making NetBeans the "loudest IDE in the world"  Grin

<a href="http://www.youtube.com/v/x7vIZOcpP90?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/x7vIZOcpP90?version=3&amp;hl=en_US&amp;start=</a>
22  Game Development / Newbie & Debugging Questions / Re: Game "running out of memory" with 32-bit JRE's on: 2017-07-26 10:07:23
Both have pros and cons. AdoptOpenJDK isn't governed by a single corporation that might be tempted to provide only non free of charge builds in the future, it has several sponsors, it passes the OpenJDK test suite and some other tests designed by the community. Its aim isn't to provide formally certified builds, its maintainers advise to get them from commercial providers. Moreover, I'm trying to convince some maintainers to provide 32-bit binary builds for Intel. I don't want to encourage planned obsolescence.

We pretty much have the same viewpoint.  Just pointing out that while AdoptOpenJDK themselves emphasise it's "work in progress" it might not be the better option.  Longer term I hope it becomes the go-to option.
23  Game Development / Newbie & Debugging Questions / Re: Game "running out of memory" with 32-bit JRE's on: 2017-07-25 14:01:46
If you really plan to drop 32-bit support, maybe you can include the JRE in your game, AdoptOpenJDK provides prebuild OpenJDK builds for numerous 64-bit operating systems including GNU Linux, Microsoft Windows and Mac OS X.

As do Azul at https://www.azul.com/products/zulu-and-zulu-enterprise/.  Has the benefit of being certified, which IIRC AdoptOpenJDK isn't?  Longer term I'd favour AdoptOpenJDK, but while they're not recommending it for production purposes, Azul's OpenJDK build might be a better option.
24  Game Development / Shared Code / Re: Tagged Human JSON (THJSON) Parser on: 2017-07-11 21:49:33
SVN FTW.

For luddites everywhere  Wink

https://help.github.com/articles/support-for-subversion-clients/
25  Java Game APIs & Engines / Java Sound & OpenAL / Re: AudioCue, an alternative to Clip, for 2D games on: 2017-07-04 19:39:18
One aspect which I do NOT know the answer to: how are multiple output lines being handled by the Java implementation that merges SourceDataLines? It could be that what is underlying is already quite efficient. If that is the case, implementing this would be redundant except for situations where there are a limited number of lines allowed, for example, with Raspberry PI (I think FabulousFellini mentioned running across a limit of 8 audio lines in that case.)

It's usually not managed by the java implementation at all, it's managed at the OS level.  That's why it gets flaky across different systems, or even different drivers.  It's also why TinySound got written in the first place.  Merging your feature set with the TinySound mixing could be a really useful little library.  Everything else out there (including Pipes v2 when I finally extricate it from Praxis LIVE) is a lot bigger and less liberally licensed.
26  Java Game APIs & Engines / Java Sound & OpenAL / Re: AudioCue, an alternative to Clip, for 2D games on: 2017-07-04 19:19:52
I would again highly recommend this to anybody who wants a better alternative to TinySound.

If this isn't mixing down to a single line, it's not a better alternative to TinySound!  @philfrei how easy in your architecture would it be for you support that?
27  Discussions / Business and Project Management Discussions / Re: Licensing overwhelm, asking for advice on: 2017-06-29 11:10:47
It's also tough to say there is much of a / any market for Java based audio / engine software that is interfaced via an OOP / Java API.

Considering how many of those already exist (including a pretty powerful one in the JRE), I have to concur!  There are some niche use cases for Java based audio, such as requiring more flexibility than integration with a native tool like SuperCollider can give you, but I doubt you'll ever be able to make any money from it.  It's one of those things where if you make it as free as possible, people might use it, but if you seek to charge for it people will just look elsewhere.

Incidentally, speaking of SuperCollider and license, it's interesting that Processing's new sound library is based on Methcla - that's a potentially more lightweight and better licensed option for games. 
28  Discussions / General Discussions / JCrete? on: 2017-06-29 10:43:43
Seen as hardly anyone goes by their real name on here!  Grin  Anyone else going to be at JCrete this year?
29  Java Game APIs & Engines / Java 2D / Re: Java2D physics engine? on: 2017-04-15 17:11:32
I used it for one of my experiments a while back ( https://www.youtube.com/watch?v=-M2RoOZKhNQ )

I love that you posted that video from the future!  Grin
30  Game Development / Newbie & Debugging Questions / Re: JFrame starting up slow on: 2017-04-15 17:00:33
I'm not using text anywhere else.

This is (probably) why then.  As I said, text rendering can take a little time to set up.  You could try rendering some text somewhere prior to showing your JFrame and see if that masks the issue.
Pages: [1] 2 3 ... 42
 
cybrmynd (138 views)
2017-08-02 12:28:51

cybrmynd (159 views)
2017-08-02 12:19:43

cybrmynd (153 views)
2017-08-02 12:18:09

Sralse (169 views)
2017-07-25 17:13:48

Archive (646 views)
2017-04-27 17:45:51

buddyBro (766 views)
2017-04-05 03:38:00

CopyableCougar4 (1300 views)
2017-03-24 15:39:42

theagentd (1264 views)
2017-03-24 15:32:08

Rule (1237 views)
2017-03-19 12:43:22

Rule (1312 views)
2017-03-19 12:42:17
List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
2017-03-02 08:44:05

SF/X Libraries
by SkyAphid
2017-03-02 06:38:56

SF/X Libraries
by SkyAphid
2017-03-02 06:38:32

SF/X Libraries
by SkyAphid
2017-03-02 06:38:05

SF/X Libraries
by SkyAphid
2017-03-02 06:37:51
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!