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1  Discussions / General Discussions / Re: Comparison between 2 IDE's - Netbeans and Eclipse on: 2016-09-13 19:59:09
Good news on the Netbeans front! Moving it out of Oracle is a good thing in my opinion. Hopefully it can get more contributors and head in the direction that the community wants it to move in. On the debate of Netbeans vs Eclipse. Try them both and go with the one that works for you best. It's always going to be a personal choice, they may have slightly different feature lists but not enough to make a real different in most situations,
2  Java Game APIs & Engines / OpenGL Development / Re: Vertex cache shenanigans on: 2016-09-13 05:21:52
Some results from Intel on Linux

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Vertex shader log:
0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, and 3.10 ES

Fragment shader log:
0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, and 3.10 ES

Link log:
error: linking with uncompiled shadererror: linking with uncompiled shader
Batch size test invocations: 1 / 3145728
Calculated vertex cache batch size: 3145728

Cache size 1 invocation test: 1 / 3145728
Cache size 2 invocation test: 2 / 3145728
Cache size 3 invocation test: 3 / 3145728
Cache size 4 invocation test: 4 / 3145728
Cache size 5 invocation test: 5 / 3145728
Cache size 6 invocation test: 6 / 3145728
Cache size 7 invocation test: 7 / 3145728
Cache size 8 invocation test: 8 / 3145728
Cache size 9 invocation test: 9 / 3145728
Cache size 10 invocation test: 10 / 3145728
Cache size 11 invocation test: 11 / 3145728
Cache size 12 invocation test: 12 / 3145728
Cache size 13 invocation test: 13 / 3145728
Cache size 14 invocation test: 14 / 3145728
Cache size 15 invocation test: 15 / 3145728
Cache size 16 invocation test: 16 / 3145728
Cache size 17 invocation test: 17 / 3145728
Cache size 18 invocation test: 18 / 3145728
Cache size 19 invocation test: 19 / 3145728
Cache size 20 invocation test: 20 / 3145728
Cache size 21 invocation test: 21 / 3145728
Cache size 22 invocation test: 22 / 3145728
Cache size 23 invocation test: 23 / 3145728
Cache size 24 invocation test: 24 / 3145728
Cache size 25 invocation test: 25 / 3145728
Cache size 26 invocation test: 26 / 3145728
Cache size 27 invocation test: 27 / 3145728
Cache size 28 invocation test: 28 / 3145728
Cache size 29 invocation test: 29 / 3145728
Cache size 30 invocation test: 30 / 3145728
Cache size 31 invocation test: 31 / 3145728
Cache size 32 invocation test: 32 / 3145728
Cache size 33 invocation test: 33 / 3145728
Cache size 34 invocation test: 34 / 3145728
Cache size 35 invocation test: 35 / 3145728
Cache size 36 invocation test: 36 / 3145728
Cache size 37 invocation test: 37 / 3145728
Cache size 38 invocation test: 38 / 3145728
Cache size 39 invocation test: 39 / 3145728
Cache size 40 invocation test: 40 / 3145728
Cache size 41 invocation test: 41 / 3145728
Cache size 42 invocation test: 42 / 3145728
Cache size 43 invocation test: 43 / 3145728
Cache size 44 invocation test: 44 / 3145728
Cache size 45 invocation test: 45 / 3145728
Cache size 46 invocation test: 46 / 3145728
Cache size 47 invocation test: 47 / 3145728
Cache size 48 invocation test: 48 / 3145728
Cache size 49 invocation test: 49 / 3145728
Cache size 50 invocation test: 50 / 3145728
Cache size 51 invocation test: 51 / 3145728
Cache size 52 invocation test: 52 / 3145728
Cache size 53 invocation test: 53 / 3145728
Cache size 54 invocation test: 54 / 3145728
Cache size 55 invocation test: 55 / 3145728
Cache size 56 invocation test: 56 / 3145728
Cache size 57 invocation test: 57 / 3145728
Cache size 58 invocation test: 58 / 3145728
Cache size 59 invocation test: 59 / 3145728
Cache size 60 invocation test: 60 / 3145728
Cache size 61 invocation test: 61 / 3145728
Cache size 62 invocation test: 62 / 3145728
Cache size 63 invocation test: 63 / 3145728
Cache size 64 invocation test: 64 / 3145728
Cache size 65 invocation test: 65 / 3145728
Cache size 66 invocation test: 66 / 3145728
Cache size 67 invocation test: 67 / 3145728
Cache size 68 invocation test: 68 / 3145728
Cache size 69 invocation test: 69 / 3145728
Cache size 70 invocation test: 70 / 3145728
Cache size 71 invocation test: 71 / 3145728
Cache size 72 invocation test: 72 / 3145728
Cache size 73 invocation test: 73 / 3145728
Cache size 74 invocation test: 74 / 3145728
Cache size 75 invocation test: 75 / 3145728
Cache size 76 invocation test: 76 / 3145728
Cache size 77 invocation test: 77 / 3145728
Cache size 78 invocation test: 78 / 3145728
Cache size 79 invocation test: 79 / 3145728
Cache size 80 invocation test: 80 / 3145728
Cache size 81 invocation test: 81 / 3145728
Cache size 82 invocation test: 82 / 3145728
Cache size 83 invocation test: 83 / 3145728
Cache size 84 invocation test: 84 / 3145728
Cache size 85 invocation test: 85 / 3145728
Cache size 86 invocation test: 86 / 3145728
Cache size 87 invocation test: 87 / 3145728
Cache size 88 invocation test: 88 / 3145728
Cache size 89 invocation test: 89 / 3145728
Cache size 90 invocation test: 90 / 3145728
Cache size 91 invocation test: 91 / 3145728
Cache size 92 invocation test: 92 / 3145728
Cache size 93 invocation test: 93 / 3145728
Cache size 94 invocation test: 94 / 3145728
Cache size 95 invocation test: 95 / 3145728
Cache size 96 invocation test: 96 / 3145728
Cache size 97 invocation test: 97 / 3145728
Cache size 98 invocation test: 98 / 3145728
Cache size 99 invocation test: 99 / 3145728
Cache size 100 invocation test: 100 / 3145728
Cache size 101 invocation test: 101 / 3145728
Cache size 102 invocation test: 102 / 3145728
Cache size 103 invocation test: 103 / 3145728
Cache size 104 invocation test: 104 / 3145728
Cache size 105 invocation test: 105 / 3145728
Cache size 106 invocation test: 106 / 3145728
Cache size 107 invocation test: 107 / 3145728
Cache size 108 invocation test: 108 / 3145728
Cache size 109 invocation test: 109 / 3145728
Cache size 110 invocation test: 110 / 3145728
Cache size 111 invocation test: 111 / 3145728
Cache size 112 invocation test: 112 / 3145728
Cache size 113 invocation test: 113 / 3145728
Cache size 114 invocation test: 114 / 3145728
Cache size 115 invocation test: 115 / 3145728
Cache size 116 invocation test: 116 / 3145728
Cache size 117 invocation test: 117 / 3145728
Cache size 118 invocation test: 118 / 3145728
Cache size 119 invocation test: 119 / 3145728
Cache size 120 invocation test: 120 / 3145728
Cache size 121 invocation test: 121 / 3145728
Cache size 122 invocation test: 122 / 3145728
Cache size 123 invocation test: 123 / 3145728
Cache size 124 invocation test: 124 / 3145728
Cache size 125 invocation test: 125 / 3145728
Cache size 126 invocation test: 126 / 3145728
Cache size 127 invocation test: 127 / 3145728
Cache size 128 invocation test: 128 / 3145728
Cache size 129 invocation test: 3145728 / 3145728

Results:
  Renderer: Mesa DRI Intel(R) Haswell Mobile
  Calculated vertex cache batch size: 3145728
  Cache size: 128
[/code[
3  Discussions / Miscellaneous Topics / Re: CuBBool Pixel language on: 2016-09-11 20:21:08
Can I ask what are your motivations for doing this?
4  Discussions / General Discussions / Re: JGO App on: 2016-08-31 17:56:00
If you want to browse this site sensibly on a mobile phone, you options would be

- Use an RSS feed, except its broken
- Use the mobile friendly version of this site, except there isn't one
- Wait for the re write of this site to take place and use that mobile friendly version, except you could be waiting a long while (Riven is busy in RL) and it might not be mobile friendly anyway (River is proposing to write his own version of a forum)
- Wait for somebody to write a simple app to parse the html that your desktop browser renders and display it "nicely" - This is what this discussion should be about but everyone is trying to talk about the options which are not possible  Cheesy

5  Games Center / WIP games, tools & toy projects / Re: Frequent Flyer, a small shoot-em-up game on: 2016-08-31 13:35:20
Some feedback from me, I played the html version.

- I'm not sure what I am unlocking when I score points
- I feel constrained with the boxed up environment
- Is there an aim to the game?
- I can't get more than 2 hearts
- Had a fun old school arcade feel to the game
- Liked the sound
- Controls were smooth
6  Discussions / General Discussions / Re: Used to compile, now doesn't?? on: 2016-08-29 07:26:04
try reinstalling java, could be some corrupt files
7  Games Center / Android Showcase / Re: Morrowind on Android on: 2016-08-26 18:29:21
my code generator is run as a one off for compile time not run time so there is no performance overhead. I generate the code and then import the classes in to my engine. There is quite a lot of weird stuff there but I think I have catered for everything.

The animation / frame updates was interesting, I have it working (I can animate the skeletons with all the body parts added). I didn't like the nif format so when I built my own scenegraph I created my own animation components that were easy to switch on an off.

The bit that fooled me alot at the beginning was the fact everything was Y-Up but my engine can run in any configuration (right handed / left handed and any axis pointing up).
8  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Image Processing Program - Dayflower Image on: 2016-08-25 19:45:57
I'd move away from megaupload downloads as its never straight forward to ever download anything from those sites. Also google flags it a malicious and prevents the download happening completely. Haven't tried it yet but it sounds like its similar to gimp (which I use)
9  Games Center / Android Showcase / Re: Morrowind on Android on: 2016-08-25 19:31:25
Nice Smiley I wrote a class generator to parse the nif.xml from the NifTools project

I'll look through some more of your code when I have time

I use my own renderer / scenegraph, I used the project to learn opengl and built an engine around it. I haven't worked on it for quite a while as I gave myself lots of side projects which just kept growing.
10  Games Center / Android Showcase / Re: Morrowind on Android on: 2016-08-25 18:35:32
Congrats, I have a morrowind port in java too! Its not complete by any means but it loads the graphics / animations / game assets / start screens and videos etc. For me its just a personal project and I'm looking to target modern opengl only.

Just out of interest, what do you use to load the bsa nif files?
11  Discussions / General Discussions / Re: Gamedev group chat on Skype cloud, meet other game devs for networking on: 2016-08-22 18:32:11
nice idea (I genuinely mean that) but your target audience is not Java, and this is a java forum...
12  Game Development / Newbie & Debugging Questions / Re: Texture bleed? on: 2016-08-22 18:23:26
You might need to actual provide some information as to what is wrong and how you are currently doing what is wrong. We are not mind readers  Cheesy
13  Game Development / Newbie & Debugging Questions / Re: Floatbuffer memory leak on: 2016-08-21 06:38:55
System.gc() won't do anything as the underlying memory is held off heap. Have a read of this (has good explanation of what going on)

https://stackoverflow.com/questions/8462200/examples-of-forcing-freeing-of-native-memory-direct-bytebuffer-has-allocated-us

and this

https://stackoverflow.com/questions/3496508/deallocating-direct-buffer-native-memory-in-java-for-jogl
14  Discussions / General Discussions / Re: About The Mario Clone on: 2016-08-18 03:52:18
lets just all agree that Nintendo has some of the strictest copyright polices in place in the entire industry. This might suck, but so do many things in life.

Whether you like it or not, it exists. You may, if you choose, decide to ignore those policies and take a risk like many other people have in the past and use the copyrighted material but it is a personal risk in doing so.

And those poor little artists being abused? Well they got paid by Nintendo and gave up any rights to the images a long time back. For artists that actually do own the copyright to their own images, this is another storey entirely, I am 100% with the artists here in that their images get used, sold without their consent all the time and this is just plain wrong.
15  Java Game APIs & Engines / OpenGL Development / Re: Problem: Delete texture doesn't affect RAM on: 2016-08-17 20:42:05
textures aren't in RAM so what memory are you aiming to free? The only RAM involved is when you load the data from a file in readiness to be uploaded to the GPU. After loading this data you can let the GC remove the object (assuming all handles to the objects are no longer in any scope)
16  Game Development / Newbie & Debugging Questions / Re: Thread not starting on: 2016-08-12 04:16:34
If you are using swing then you need to use EventQueue.invokeLater(myRunnable), this is because of how swing threading works and prevents Swing blocking or you blocking the swing thread.
17  Discussions / General Discussions / Re: Why is Minecraft bad? on: 2016-08-11 18:19:46
The philosophy of coding is that you can always refactor, you just need to know when its good enough to stop!
18  Discussions / General Discussions / Re: JGO App on: 2016-08-09 18:38:27
Apps aren't for everyone but if someone wants to do it off their own back then that can never be a bad thing. I for one would be pro an android app, I can think of plenty of reasons why an app can provide more than a mobile version of a website.
19  Discussions / General Discussions / Re: Is my app decietful? on: 2016-08-09 18:34:14
returns could be because of :

- Didn't understand the game quick enough
- Didn't find it interesting enough
- Completed it in the return period
- Got bored
20  Games Center / WIP games, tools & toy projects / Re: When It Hits the Fan - Arcade Action Top-Down Shooter on: 2016-08-07 15:58:45
Is this a Java game or are you just trying to get free marketing? Does look like a pretty good game though from the video's you posted
21  Game Development / Newbie & Debugging Questions / Re: writing xml file to jar location on: 2016-08-07 15:52:16
The only way is to probably save the file to the temp directory of the file system and then run the jar process from with in java as an external process command
22  Game Development / Newbie & Debugging Questions / Re: getters and setters vs public vars on: 2016-08-07 04:56:27
Its 65k per class file, I think if you are approaching this limit you might want to refactor your code a bit!
23  Game Development / Newbie & Debugging Questions / Re: What piece of software and IDE do I need to make games in J2ME ? on: 2016-07-29 04:46:15
There are phones that still use J2ME?

From an ide perspective, NetBeans has a J2ME set of plugins
24  Discussions / General Discussions / Cross build apps for IOS in Android Studio on: 2016-07-27 20:08:03
Looks like Intel has created a plugin for android studio which will compile java in to objective c for IOS and also contains an IOS simulator.

https://software.intel.com/en-us/multi-os-engine/details

25  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Is it a good idea to make your own library to write less code in the future? on: 2016-07-22 08:32:30
Reusing code is always a good thing and making it easy by wrapping it up in an easy to use way us even better. So what you are doing is definitely not a bad thing.

@icecore - your comment was not really that helpful. The poster is already using a library, albeit not your favorite one. They were just asking if it was a good idea to wrap common functionality from Libgdx in to separate API, from a personal perspective that is never going to be a bad thing.
26  Game Development / Newbie & Debugging Questions / Re: LWJGL 3 glfwSetWindowIcon does not work - at all on: 2016-07-20 13:47:26
You don't necessarily need to use BufferUtils, just use BytrBuffer.allocateDirect then use the put method of the ByteBuffer to load the array data in to the buffer. BufferUtils is a useful utility method but it hides things you should really know about.
27  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-07-20 11:19:22
Philfrei is correct, for vorbis the entire decoding is done using floats and is then converted to bytes when creating the byte buffer for openal

The float buffer is structured so that channel data is sequential so it would be channel1, channel2....channel,channel1, channel2...channel etc

As the float array is created during decoding you aren't  losing much and you aren't using more memory. I do agree that a pojo is a good way to collate all the raw pcm data in to a separate object
28  Game Development / Newbie & Debugging Questions / Re: Skeletal Animation on: 2016-07-18 18:31:50
if the identity position works fine then it could be a matrix multiplication order issue where you have A*B rather than B*A
29  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JGLOOm - Object Oriented OpenGL on: 2016-07-15 03:57:23
I see you support ImageIO for the image decoding. This is a project that creates its own plugins for the ImageIO repository

https://github.com/haraldk/TwelveMonkeys

They write the own versions of the standard supported image file formats and they extend to many other formats. I would give this a thumbs up for people to use, the plug in's are much better than the basic ones you get in Java (some of which have had no development for a very long time)

30  Discussions / Miscellaneous Topics / Re: MP3 Specification on: 2016-07-06 17:48:55
@philfrei Yes the Ogg / Vorbis was a pain to code up, mainly because the spec isn't 100% accurate and sometimes the interpretation is a little vague, was pretty happy once it was done though! I was hoping some sites would have more on the mp3 but it looks like they still don;t. Thanks for the links though, I'll check them out.

e^i*Pi is a fun equation, I did a maths degree at university and we proved this (its not actually that hard once you know a few tricks)

@hydroque everything I have is already coded up for openal and it works fine in my 3d world

@HeroesGrave you are right about mp3 not being a great format its just something on my to do list. Opus is my new targetted format as its meant to be better than vorbis.
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