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7
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Java Game APIs & Engines / JOGL Development / few questions about native window
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on: 2009-07-17 08:57:05
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Hello!
I'm developing a 2D game, and i'm a little bit confused about this jogl 2.0. I used GLCanvas in a JFrame instance using FPSAnimator several years ago, but i'm not sure if i understand the native window concept. Is there any way to limit the FPS of a native window? I haven't found a good tutorial for 2.0. Is there any available?
Thanks in advance!
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12
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Java Game APIs & Engines / Java Sound & OpenAL / joal problem on leopard
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on: 2007-11-05 22:54:21
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Hello,
i have a joal initializing code which worked on tiger )mac os x 10.4.10) but it doesn't work at Leopard (10.5) When i run it, i think some thread problem appers, i see the "waiting" cursor and nothing happens, my jogl code doesn't get the control.
Here it is:
deviiceName = "Core Audio"; defauldDeviiceName = ConfigurationReader.getStringValueHandlingNull( ConfigurationReader.result, "openal_default" );
alc = ALFactory.getALC(); al = ALFactory.getAL();
ALCdevice device; ALCcontext context; String deviceSpecifier;
// Get handle to device. try{ device = alc.alcOpenDevice( deviiceName ); }catch(Exception e){ device = alc.alcOpenDevice( defauldDeviiceName ); }
// Get the device specifier. deviceSpecifier = alc.alcGetString(device, ALC.ALC_DEVICE_SPECIFIER);
System.out.println("Using device " + deviceSpecifier);
// Create audio context. context = alc.alcCreateContext(device, null); // Set active context. alc.alcMakeContextCurrent(context);
// Check for an error. if (alc.alcGetError(device) != ALC.ALC_NO_ERROR) return AL.AL_FALSE;
return AL.AL_TRUE;
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14
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Java Game APIs & Engines / JOGL Development / Re: OpenGL® ES support?
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on: 2006-08-18 23:57:22
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Thanks, Ken!
i was very concerned, i read papers and articles all day, and i saw suspicions about Sony PS3 software technology. They talked about a Java VM in the linux OS in PS3. Have You any information about this? Will it a JSR 239 implementation?
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18
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Java Game APIs & Engines / JOGL Development / Re: speed difference between int[] and IntBuffer?
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on: 2006-08-05 16:16:08
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Thanks...
one off-topic question, if you don't mind...
if i'm rendering a lot of geometry (400 tree and terrainpieces), and the JProfiler found the bottleneck: the calls of glDrawRangeElements (96% of cpu usage). I'm using indexed VBO-s (no nio buffers), triangle_strip models (using nvtristrip). How can i specify the exact speed problem? How can i interpret this bottleneck? i have a lot of data transfering between cpu and gpu? If i rewrite the renderer code in my engine, to nio buffers, i receive no performance speed-up?
i read all performance-papers from ati and nvidia and opengl.org, but i don't know what to do with glDrawRangeElements problems...
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19
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Java Game APIs & Engines / JOGL Development / Re: speed difference between int[] and IntBuffer?
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on: 2006-08-05 12:53:20
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Please Ken, clear it up to me too. I'm very confused. for example: i want to load a model, a read it's data to a normal Java structures, then i create vbos from them (int[]) and in the rendering circle using gl.glBindBuffer( GL.GL_ARRAY_BUFFER , vertexVBO[0] ); and then gl.glVertexPointer( 3, GL.GL_FLOAT, 0, 0 ); if i'm using NIOBuffers, i haven't to use glBindBuffer, just gl.glVertexPointer( 3, GL.GL_FLOAT, vertexBuffer ); this statement. is it correct? Why should i use NIOBuffers, if it doesn't result better performance? by the way, if i create buffers like this: FloatBuffer buff = BufferUtil.newFloatBuffer( data.length ); buff.put( data ); buff.rewind(); is it correct? when should i use direct or indirect options? or byteorder? Thanks for your patience 
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23
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Java Game APIs & Engines / JOGL Development / question about speed of gl.glDrawRangeElements
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on: 2006-06-11 19:33:08
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Hello,
i used gl.glDrawRangeElements( GL.GL_TRIANGLE_STRIP, 0, group.numIndices, group.numIndices, GL.GL_UNSIGNED_INT, buffer ) method with java.nio.buffers, and later i changed it to gl.glDrawRangeElements( GL.GL_TRIANGLE_STRIP, 0, group.numIndices, group.numIndices, GL.GL_UNSIGNED_INT, 0 ) using VBO. The speed doesn't chaged at all... I thought that the Buffers are in the system's memory, and the VBO-s are stored in the video memory...
Using VBO against Buffers should it be faster and the bottleneck is somewhere else?
Any idea could be helpful...
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25
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Java Game APIs & Engines / JOGL Development / rewind() but when
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on: 2006-05-07 10:14:31
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Hello,
i'm poting my game engine from jogl1.1.1 to jsr231 and my question is when should i use the rewind method? allways? when want to use buffers to fill model matrices? or when i want to use glsl codes? call it once or every time, when i modeify the buffer's content? what does the rewind make exactly? and the order methods?
Thanks...
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26
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Java Game APIs & Engines / Tools Discussion / Re: A good scripting language for java games
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on: 2006-04-16 09:51:08
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Hello, i'm using java 1.6.0 betas, and there is a Javascript engine built in the Java. The Javascriupt code can communicate with Java codes(f.e.:call Java methodes, instantiating, etc.) and the Java code can communicate with the Javascript code (f.e.:change some settings, class javascript routines, etc.). So there is full interoperability.
I think, it's fast enough (inner compiling...), and it's an officially built in full-features script language.
I'm using it in my game project.
Sorry for my bad english.
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29
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Java Game APIs & Engines / Tools Discussion / Re: Anyone using Blender now?
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on: 2006-03-04 08:02:27
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Hello, We are using Blender now. We tried the 3Ds Max, Maya, Gamspace too. The Blender is a full-featured 3D modeller, great user interface. Now, that is the only software in use. It is comfortable for anything: modelling, animating, and the it's unwrapping technique is amazing, really amazing... Insalling is simple, just a 2.4 python is needed. Open-source? hmmm..... it is much better and intuitive than any commercial modeller. Details: All models are exported in obj, collada and custom formats using python scripts.
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or publish it in Showcase.
The first screenshot will be displayed as a thumbnail.
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