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1  Discussions / Jobs and Resumes / Java Contract Position for Application Development on: 2007-01-17 21:45:07
Yumetech is looking to hire an experienced Java programmer for UI
development. This position will help in development of Java
desktop applications typically combined with X3D environments.  This
position is available for a 3 month contract with an option for full
time employment if successful.

Required Experience:

2-5 years Java programming experience
UI programming experience with Swing and/or SWT
Self-motivated / telecommuting preferred
Familiarity with Unix style development environment cvs, make
American Citizenship

Preference will be given to candidates with experience in one or
more of the following:

   Modeling and simulation experience
   Agent based technologies   
   VRML/X3D
   XML experience(SAX, JAXP)
   Fundamental math understanding
   Network programming experience
   UML Diagramming
   
Please send your resumes to Alan Hudson(giles@yumetech.com)
2  Java Game APIs & Engines / JOGL Development / Missing functions on Linux Amd64 on: 2007-01-10 23:40:22
My calls to glGenBuffers are failing on an Amd 64 Linux box.   I check the function with gl.isFunctionAvailable which returns true, but then it dies on the actual call.  It runs fine on a windows and mac box.

JOGL 1.1.0-rc1
ATI Radeon X800 XT, GL_VERSION 2.0.6234
has GL_ARB_Vertex_buffer_object


Test code showing the issue.

import java.awt.*;
import java.awt.event.*;

import javax.media.opengl.*;
import com.sun.opengl.util.*;

public class Tester implements GLEventListener  {
  public static void main(String[] args) {
    Frame frame = new Frame("Gear Demo");
    GLCanvas canvas = new GLCanvas();

    canvas.addGLEventListener(new Tester());
    frame.add(canvas);
    frame.setSize(300, 300);
    frame.show();
  }

  public void init(GLAutoDrawable drawable) {
    // Use debug pipeline
    // drawable.setGL(new DebugGL(drawable.getGL()));

    GL gl = drawable.getGL();

    System.err.println("INIT GL IS: " + gl.getClass().getName());

    System.err.println("Chosen GLCapabilities: " + drawable.getChosenGLCapabilities());

    boolean funcAvailable = gl.isFunctionAvailable("glGenBuffers");

    System.out.println("function: " + funcAvailable);
    if (funcAvailable) {
        // Seems on some systems this still fails on the glGenBuffers call, so check
        try {
            int[] vbo_id_tmp = new int[1];
            gl.glGenBuffers(1, vbo_id_tmp, 0);

            System.out.println("Success!");
        } catch(Exception e) {
            System.out.println("VBO's reported but not really available");
        }
    }

  }

  public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
    GL gl = drawable.getGL();

    float h = (float)height / (float)width;

    gl.glMatrixMode(GL.GL_PROJECTION);

    System.err.println("GL_VENDOR: " + gl.glGetString(GL.GL_VENDOR));
    System.err.println("GL_RENDERER: " + gl.glGetString(GL.GL_RENDERER));
    System.err.println("GL_VERSION: " + gl.glGetString(GL.GL_VERSION));
    gl.glLoadIdentity();
    gl.glFrustum(-1.0f, 1.0f, -h, h, 5.0f, 60.0f);
    gl.glMatrixMode(GL.GL_MODELVIEW);
    gl.glLoadIdentity();
    gl.glTranslatef(0.0f, 0.0f, -40.0f);
  }

  public void display(GLAutoDrawable drawable) {
  }

  public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) {}
}
3  Java Game APIs & Engines / JInput / Re: Rumble Problems on: 2006-11-09 18:47:51
I used to get names for the rumbers.  Now when I call .getAxisName I just get a null. I've tested this on a Logitech Wingman Rumblepad and a Logitech Nascar Racing Wheel.  I can rumble the axis but don't a useful name.   Calling getIdentifier also returns null.

On the subject of axis names.  I get very different names for an axis on Windows verses a Mac.  Should I expect similar names?
4  Java Game APIs & Engines / JInput / Re: Rumble Problems on: 2006-11-09 18:00:58
ok.  Seems the fact that I was specifying the plugin explictly caused the plugin to load twice and hence lock itself out of the rumble.  Thank you for the debug support.
5  Java Game APIs & Engines / JInput / Re: Double Reporting on: 2006-11-09 17:57:34
thank you that helped diagnose the issue.

Seems we don't need to specify:
    System.setProperty("jinput.plugins", "net.java.games.input.DirectInputEnvironmentPlugin");

anymore.  When I do that the plugin initializes twice.  Is jinput now picking the correct plugin itself?
6  Java Game APIs & Engines / JInput / Re: Double Reporting on: 2006-11-09 00:52:54
I'm using the ant file from the CVS build but running across the precompiled release.

build.xml

rumbletest

Windows XP, SP 1
Logitech Wingman Rumblepad

But the mouse and keyboard are also double reporting.
7  Java Game APIs & Engines / JInput / Double Reporting on: 2006-11-08 18:41:29
In the latest build(combined_20061029)  I'm seeing double reporting of devices.  Running the texttest I get this output(I removed the keyboard entries).  This happens for all devices.

Buildfile: build.xml

texttest:

runtest:
     [java] Controller Env = net.java.games.input.DefaultControllerEnvironment@1a16869
     [java] Mouse
     [java] Type: Mouse
     [java] Component Count: 6
     [java] Component 0: X-axis
     [java]     Identifier: x
     [java]     ComponentType: Relative Analog
     [java] Component 1: Y-axis
     [java]     Identifier: y
     [java]     ComponentType: Relative Analog
     [java] Component 2: Wheel
     [java]     Identifier: z
     [java]     ComponentType: Relative Analog
     [java] Component 3: Button 0
     [java]     Identifier: Left
     [java]     ComponentType: Absolute Digital
     [java] Component 4: Button 1
     [java]     Identifier: Right
     [java]     ComponentType: Absolute Digital
     [java] Component 5: Button 2
     [java]     Identifier: Middle
     [java]     ComponentType: Absolute Digital
     [java] ---------------------------------
     [java] Mouse
     [java] Type: Mouse
     [java] Component Count: 6
     [java] Component 0: X-axis
     [java]     Identifier: x
     [java]     ComponentType: Relative Analog
     [java] Component 1: Y-axis
     [java]     Identifier: y
     [java]     ComponentType: Relative Analog
     [java] Component 2: Wheel
     [java]     Identifier: z
     [java]     ComponentType: Relative Analog
     [java] Component 3: Button 0
     [java]     Identifier: Left
     [java]     ComponentType: Absolute Digital
     [java] Component 4: Button 1
     [java]     Identifier: Right
     [java]     ComponentType: Absolute Digital
     [java] Component 5: Button 2
     [java]     Identifier: Middle
     [java]     ComponentType: Absolute Digital
     [java] ---------------------------------

BUILD SUCCESSFUL
Total time: 0 seconds


8  Java Game APIs & Engines / JInput / Rumble Problems on: 2006-11-07 21:19:52
Just moved our code(Xj3D) to the latest Jinput.  In general went well.

Were having an issue with Rumble though.   This controller used to work in the previous version, doesn't now.

When I run rumble test I get this:

Buildfile: build.xml

rumbletest:

runtest:
     [java] Scanning Mouse
     [java] Found 0 rumblers
     [java] Scanning Keyboard
     [java] Found 0 rumblers
     [java] Scanning Logitech WingMan RumblePad USB
     [java] Found 5 rumblers
     [java] Rumbler null on axis null
     [java] Rumbling with intensity: 0.5
     [java] Failed to set rumbler gain: Failed to set effect gain (0x80040205)
     [java] Rumbling with intensity: 1.0
     [java] Failed to set rumbler gain: Failed to set effect gain (0x80040205)
     [java] Fading rumble to -1
     [java] Failed to set rumbler gain: Failed to set effect gain (0x80040205)
     [java] Failed to set rumbler gain: Failed to set effect gain (0x80040205)
     [java] Failed to set rumbler gain: Failed to set effect gain (0x80040205)

Its a Logitech Wingman RumblePad.  ControllerReadTest runs fine.   Changing between modes on the controller has no affect.

Windows XP, Service Pack 1
Java 1.5.0_06
9  Java Game APIs & Engines / JOGL Development / Error making context current on: 2006-08-17 22:50:27
I got a new ATI graphics card and it seems to have issues with JOGL.  The card is an ATI FireGL V7350.  I'm running the JSR-231 beta05 JOGL version.

The error I'm getting is:

Exception in thread "AV3D Runtime" javax.media.opengl.GLException: Error making context current: 0
   at com.sun.opengl.impl.windows.WindowsGLContext.makeCurrentImpl(WindowsGLContext.java:166)
   at com.sun.opengl.impl.windows.WindowsOnscreenGLContext.makeCurrentImpl(WindowsOnscreenGLContext.java:65)
   at com.sun.opengl.impl.GLContextImpl.makeCurrent(GLContextImpl.java:118)
   at org.j3d.aviatrix3d.output.graphics.BaseSurface.initCanvas(BaseSurface.java:753)
   at org.j3d.aviatrix3d.output.graphics.BaseSurface.draw(BaseSurface.java:537)
   at org.j3d.aviatrix3d.output.graphics.BaseAWTSurface.draw(BaseAWTSurface.java:162)
   at org.j3d.aviatrix3d.pipeline.graphics.DefaultGraphicsPipeline.render(DefaultGraphicsPipeline.java:222)
   at org.j3d.aviatrix3d.management.SingleThreadRenderManager.run(SingleThreadRenderManager.java:817)
   at java.lang.Thread.run(Thread.java:595)

I tried all the parameters on the jogl.1thread but it doesn't seem to care.

I ran a few other OpenGL apps like Google Earth and World of Warcraft and they ran fine. 

I tried the demos Gears and the DualContext and they run fine.   

If I revert back to pre-JSR-231 release(1.0 of Xj3D) it works fine as well.  But I can't remember everthing that changed since then...  I think we switched over to using makeCurrent instead of the autodrawable.

Any thoughts.  I'll like have to put the card out soon but I can put it back in to debug if you need further information.
10  Java Game APIs & Engines / Java 3D / Re: Xj3D M10 released on: 2005-02-22 16:56:00
We have a Laguna Seca race track that could form a decent start of things.  It uses ODEJava to allow people to race on it...  it can be networked as well.  Lots of bugs left to fix though.   Give me a private email if you'd like to discuss using it.  

Other datasets I know of are some cityscapes from Planet9, but they typically like to sell things.  That said, they'd love the exposure at GDC, so maybe we could work a demo licensing deal.  There cities are really nice.
11  Java Game APIs & Engines / Java 3D / Xj3D M10 released on: 2005-02-17 20:53:50
Xj3D.org is proud to announce the M10 release of Xj3D.  This release features installers for Windows, Linux and MacOS X platforms.
In addition the following X3D components have been implemented:  CADGeometry, DIS, GeoSpatial, H-Anim.  New custom extensions
for Xj3D include: Rigid Body Physics, Particle Systems, Clipping planes, Picking Utilities, Abstract Device IO.  New profiles
include the CADInterchange profile.  This release will be the last milestone release before 1.0 is achieved.  Please visit www.xj3d.org
for further details on Xj3D.

Xj3D is a toolkit for adding X3D and VRML rendering capabilities to your Java application.  It includes a Java3D loader.  Some testing has been done on Java 3D 1.3.2, but more would be helpful.

You can download Xj3D from here:

http://www.web3d.org/x3d/applications/xj3d/
12  Java Game APIs & Engines / JOGL Development / Xj3D M10 on: 2005-02-17 20:48:17
I thought this might of interest to the JOGL community.  Xj3D has released its M10 release.  This release uses JOGL to render X3D files on Windows, Linux and Mac platforms(could do Solaris too but ran out of time doing installers).  JOGL is working very well for our project.  Thank you JOGL developers.

---
Xj3D.org is proud to announce the M10 release of Xj3D.  This release features installers for Windows, Linux and MacOS X platforms.
In addition the following X3D components have been implemented:  CADGeometry, DIS, GeoSpatial, H-Anim.  New custom extensions
for Xj3D include: Rigid Body Physics, Particle Systems, Clipping planes, Picking Utilities, Abstract Device IO.  New profiles
include the CADInterchange profile.  This release will be the last milestone release before 1.0 is achieved.  Please visit www.xj3d.org
for further details on Xj3D.

Xj3D is a toolkit for adding X3D and VRML rendering capabilities to your Java application.

You can download Xj3D from here:

http://www.web3d.org/x3d/applications/xj3d/
13  Java Game APIs & Engines / JOGL Development / Re: B8 on Mac on: 2005-02-15 20:58:25
Looks like I might have had a B7 jar with the B8 binaries Sad

On the Mac we have here it doesn't seem to need to workaround.  But its graphics card has been replaced from the default one to a Geforce 6800.  
14  Java Game APIs & Engines / JOGL Development / Re: B8 on Mac on: 2005-02-15 13:52:13
It doesn't seem to.  But I'm not getting any message at startup that says its using it.  Do you still have a message at startup that says its using the workaround?
15  Java Game APIs & Engines / JOGL Development / B8 on Mac on: 2005-02-14 20:29:13
I'm getting a weird bug with B8 on a Mac.  It looks like the zbuffer is doing strange things.  Ie someitems start to pop in and out, overlay weirdness.  If I replace with B7 I don't have this problem.

This is Xj3D using JOGL.  I can provide an installer for both version to show the problem.  

Has anyone else seen such weirdness on their Macs.  There is not issue with Windows version.

NVidia 6800 card, dual G5.
16  Java Game APIs & Engines / JOGL Development / Re: Lost Textures on: 2005-02-04 22:06:51
init is only called once not matter how many times I switch between tab panels.
17  Java Game APIs & Engines / JOGL Development / Lost Textures on: 2005-02-04 21:54:23
I've got JOGL in a tab panel.  When I switch between tabs I lose the texture information.  We cue off the gl context to determine whether we need to re-call glBindTexture.  I'm not seeing this change, but I lose the texture.  If I change our code(Aviatrix3d) to bind the texture each frame then its fine.

Anyone seen this happen before.  The code is in a pretty big application but I can move it to something smaller to show the issue if needed.  

It feels like we've changed contexts but I'm not seeing a new one.
18  Java Game APIs & Engines / JInput / Rumble Termination on: 2004-09-18 14:27:24
If you exit a program without explicitly turning off rumble then the device continues to rumble.  Can we make the library shut it off upon termination if the user didn't?  
19  Java Game APIs & Engines / JInput / Dynamic additions on: 2004-09-17 19:59:22
Does jinput support dynamic editions of USB devices after initialization?  I've tried calling:

       ControllerEnvironment ce = ControllerEnvironment.getDefaultEnvironment();
       Controller[] ca = ce.getControllers();

But I don't see an increase in the number of controllers when I plug one in.  Ideally it would be a listener I could request updates on newly added or removed devices.  If its not in the library I can look at adding it.  Its not a high priority for our project but it would be nice.
20  Java Game APIs & Engines / JInput / Axis.Identifier on: 2004-09-17 17:17:27
Where did these names come from.  I've been reading the HID(Human Interface Device) USB spec and I don't see these concepts.  Perhaps from DirectInput?  I ask because X3D spec is looking at exposing general input devices.  We've been using JXInput but might move to jinput.  JXInput has Axis, Button, Directional, but the model here is somewhat different.  
21  Java Game APIs & Engines / JOGL Development / GLCanas Functionality on: 2004-03-10 15:22:48
I've got a request for a setUserData(Object obj) / getUserData(Object obj) method on GLCanvas.  When getting AWT events it would be helpful to be able to attach some information to the canvas to help with processing.  Specifically I want to drop a structure which has data to perform the 2D to 3D world coordinates transformation.  Java3D had a specific Canvas3D object which did this that got passed back in AWT events.  In JOGL I'm just getting back a GLCanvas.  
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