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1  Game Development / Performance Tuning / Re: Native hi-rez timer for Mac on: 2003-04-28 15:10:46
Actually as of yet I see no need for a high res timer for mac... if you do some simple tests currentTimeMillis IS accurate to the millisecond.  If you want higher resolution, check out the UNIX command gettimeofday (also available in MACOSX).  It will give you accuracy up to the microsecond.  Just some simple JNI code required.

- Tristan

2  Game Development / Performance Tuning / Re: Partial inlining on: 2003-04-28 15:02:40
If this is just a normal object, is there any reason why you wouldn't want to initialize it in the constructor?  
3  Java Game APIs & Engines / OpenGL Development / Re: Lockups (with glBitmap)? on: 2003-03-25 15:26:38
Well the one button mouse only really sucks if you are used to a scroll button.  But don't fear all of the other mouse clicks are emulated... cmd+mouseclick for the right button... ahh the days on end of Warcraft and Starcraft... The other buttons are modified with the option and control keys... which Java does on the mac implementation... it is just a question how it is set up on the hardware.. but I'm sure gregory can add it to the mac implementation of the lwjgl mouse code.  
4  Discussions / Community & Volunteer Projects / Re: mac os-x java 1.4.1 beta 10 help on: 2003-02-07 02:38:03
woops posted in wrong forum... sorry about that
5  Discussions / Community & Volunteer Projects / mac os-x java 1.4.1 beta 10 help on: 2003-02-07 02:20:55
So after downloading around 500 megs of files from apple, I have finally been able to 1.4.1 install on my home machine, yeah.   The problem I have been having is that it appears they have stopped developing javac (is this true?) and have been using ibm's jikes.  Now that should be fine, but jikes, when at the command line wants to know were the java/lang classes exist.  Anyone know off hand where they are in a 10.2.3 distribution?.. I'm sure I'll find them soon, but I'd be greatful for any suggestions.  

thanks
6  Java Game APIs & Engines / Java 3D / Re: Textures in LWJGL on: 2003-01-04 19:41:28
true.. but there are cases such as this where it is just more efficient to do it JNI

1  
2  
3  
GLuint texture;
glGenTextures(1, &texture);
return (jint) texture;


as opposed to the 4 byte, bytebuffer that would have to be generated then disposed of for the same effect within java.

- Tristan
7  Java Game APIs & Engines / Java 3D / Re: Textures in LWJGL on: 2003-01-02 20:03:47
Any thoughts on creating a single texture generating func ?  such as gen1Texture()... so you don't have to deal with the byte buffers if you don't want to.  But then again... why would you want only 1 texture?
8  Java Game APIs & Engines / Java 3D / Re: Help on view culling algo on: 2002-12-08 04:08:04
I think most likely you just have your normal for the near plane reversed.   It is probably in the same direction as your far plane, thus needing the ! for your inside/outside test.  Am I correct in assuming each plane is defined in the form Ax + By + Cz + D = 0?
plane = A
plane[i+1] = B.... etc

- Tristan
9  Discussions / Community & Volunteer Projects / Re: Lightweight Java Game Library Alpha 0.3 Releas on: 2002-11-12 18:36:04
Yeah it works on NT.  Anyways regarding the code demo on java-game-lib.sourceforge.net someone should get around to checking that the wgl extension gl.wglSwapIntervalEXT(1); exists before calling it, and add a GLU object, which is somehow used but never actually created.

Now for some fun.
- Tristan
10  Discussions / Community & Volunteer Projects / Re: Lightweight Java Game Library Alpha 0.3 Releas on: 2002-11-11 01:46:09
Very cool, I'll give it a run through at school this week.
Now hopefully it will run on their NT systems.   Smiley
11  Java Game APIs & Engines / Tools Discussion / Java 1.4.1 Preview for MacOSX released on: 2002-10-27 04:18:21
It's about time, go to
http://connect.apple.com Cool
12  Game Development / Performance Tuning / Re: Memory and arrays on: 2002-10-20 21:24:33
Ah got to love the Java implementation of arrays.    Either go the way Cas recomends, or if you want to keep the verticies logically separate (slightly slower), just create a new Vertex class, with three floats within, even doing this you will be saving space over the 2D array implementation.  Every array has a length field.  Wink
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