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1  Game Development / Newbie & Debugging Questions / Re: Strange rendering carryover in lwjgl voxel project on: 2013-07-01 00:44:22
I don't think that's it. Sad I have the camera rotating and there's no flicker. The default y=0 layer is only created if a chunk is initialized without a list of blocks. Thank you though! Any other ideas??
The problem is that every chunk is imprinting over the three chunks preceding it. No idea how.
2  Game Development / Newbie & Debugging Questions / Re: Strange rendering carryover in lwjgl voxel project on: 2013-06-30 11:07:39
Just one shameless bump.  Clueless 
If there's anyone who looked at this I could use the advice. I'm at the point of rewriting everything from the ground up.
3  Discussions / Community & Volunteer Projects / Re: yet another looking for members thread on: 2013-06-29 11:34:38
I've got endless drive atm. All I do is work all day, service the lady and drink/program (not exclusively) til 3am pst every morning. I'm not terribly advanced in lwjgl but like I said I've got endless drive so if there's any non libgdx-specific stuff you want to talk about/collab on I'm here.
4  Discussions / Miscellaneous Topics / Re: Green!!! on: 2013-06-29 07:47:40
So. Incredibly. Apt.
5  Discussions / Miscellaneous Topics / Re: Something to add to the forum on: 2013-06-29 07:31:32
Not an altogether terrible idea.

EDIT: Not* that's NOT an altogether terrible idea.
6  Discussions / Miscellaneous Topics / Re: Green!!! on: 2013-06-28 11:31:29
OR, USA  Stare
7  Game Development / Newbie & Debugging Questions / Re: Strange rendering carryover in lwjgl voxel project on: 2013-06-28 11:12:58
It's me again everyone.
I've altered the code for generating a "default" chunk. Now the code makes the flat red plane, previously at y=0, generate at y=chunk.x. This made me realize what I should have been acutely aware of all along. There is no 'offending' chunk. Every chunk seems to bleed over the previous chunks. PIC I have continued combing my code and now suspect more than ever that I fundamentally misunderstand the rendering process I've set up. I'd really appreciate someone straightening me out here as I'm thoroughly missing the point.

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private void initDefaultBlockList(int x){
      for (int i = 0; i < CHUNK_SIZE; i++){
         for (int j = 0; j < CHUNK_SIZE; j++){
            for (int k = 0; k < CHUNK_SIZE; k++){
               if(j==x)
                  defaultBlockList[i][j][k] = 1;
               
            }
         }
      }
   }


That's the applicable portion of changed code (from Chunk.java).

I am still sure that:
a. The chunks contain the proper number of blocks.
b. The chunks list of vertices are the proper length.
c. The engine is not rendering duplicate chunks.
All of this prints to the console when the program inits.

I therefore assume that I have massively screwed up my rendering (possibly with vbos?).
8  Game Development / Newbie & Debugging Questions / Strange rendering carryover in lwjgl voxel project on: 2013-06-28 04:22:35
It's me again. This one is really eluding me. I slapped together some code for a voxel rendering engine and I'm in the process of cleaning it up and optimizing it. I'm using VBO's and VAO's and I just converted from using IBO's to not. I also just changed the way my vertex/color data is passed and the structure of my shaders. the method I was using can be seen in my renderplayer() method as I haven't bothered updating it yet. The next step is changing all of my rendering data to shorts or bytes.

All of my chunks were rendering properly before but now I get a weird errror where any chunk that is not init'd with the default configuration appears to -I'm gonna say- bleed over the three chunks preceding it in the list of chunks.
I am seeing the preceding chunks render as if they had block list composed of both their own and that of the offending chunk.



I've numbered chunks 0-5 here in blue and circled the offending chunk. Number 5 should appear as a y=x structure with no red base and the others should appear as y=0.
In addition I've pointed out a weird thing where chunk[offending - 3], in this case 2, renders differently from the others.

When I check the block list of my chunks they appear correct. The list of vertices for each chunk is the correct length, and the engine appears to be rendering the proper number of chunks.

Here is my code.

Engine.java // rendering happens here
ChunkManager.java //very short
Chunk.java //short
Shaders
Player.java //should be of no use as far as this error
Utils.java // only included for completeness


I'm posting here because I can't find my error and I'm not sure if it's some stupid numerical typo or a fundamental misunderstanding of the rendering process I've built.

Thanks all in advance,

EDIT: Almost forgot to mention that my engine extends a program written ra4king and uses another.
They're here.
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They too are included for completeness.
9  Game Development / Game Play & Game Design / Re: Just something to think about while you go about your lives. on: 2013-06-28 03:32:29
@meingrosserfreundjo I really like this idea. A sort of - "You can quit any time you like. Its no matter to us, you just won't see what happens next." - mentality.

@Oskuro Duh! I'd forgotten companion cube. That really fits the idea of "NO I really don't wan't to win this one"
10  Game Development / Game Play & Game Design / Re: Emotional motivation in gaming, and Firefly on: 2013-06-28 03:18:17
Allright guys [and gals], sorry I've been silent for a day or two. I've been thinking on this.
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I actually would like to know which Stories you think have a positive theme - that are still very serious ?
To start with, I looked over my collection of books and movies etc. I am not very good at this sort of analytical rebuttal/ persuasive argument but I say one title that stood out to me as an easy mention. The new Star Trek movie, I think it has an overall positive trend despite lots of negative elements and It is definitely a serious film.

Quote
Yeah I'm not sure that I completely get your point since - I don't know - many shows are like that.
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Conflict is inherently not ideal/positive, but it is what makes a story interesting, so...

I agree that conflict is not inherently ideal but I don't think that its necessarily negative. Conflict is, imho, neutral, non-boolean. Just because it is not ideal does not mean that it is a negative occurrence. Taking that as true would mean that just because lots of shows have conflict (like all of 'em) doesn't mean that they are negative.

On other topics:

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you probably know Amnesia. You should definitely check out Eternal Darkness if you dont know it, since its the best lovecraft and madness themed game I have ever seen; Even driving the player into slight madness with breaking the 4th wall.

I freaking love amnesia and I'll check out ED when I can but honestly I haven't seriously played a game in forever what with work/keeping the lady happy/programming all night.

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I think Flotilla by Blendo Games comes close to this. There is no win condition, you play until you reach a set number of turns or until you die. You never really get a chance to build a massive or overly powerful fleet. One reason it works pretty well is that each game is so short. I don't think the game necessarily generates empathy, or sympathy, but it is a place to start.

I looked it up, it looks fascinating, I love this sort of thing and like I said above, I wish I could devote the time it deserves right now.

I've been thinking about this some more and the only way I could imagine a game implementing this sort of feel would be (like actual said) do away with power increases entirely; or to make power increases so minor as to feel insubstantial, novel. You could even use the futility of power increases to drive home the point that the environment (i.e. man v environment/god) has you completely beaten. The problem is, what would be the hook that kept your players enamored with the experience? It would have to be something extrinsic with regards to combat. Would such a game be non-combative? ...

The other line I am on is that of play style. Would this sort of experience lend itself to a guided or unguided(sandbox) style of play? ... more thoughts to come...
11  Game Development / Game Play & Game Design / Re: Just something to think about while you go about your lives. on: 2013-06-24 09:46:38
Quote
Quote from: Saiqal on 3 days ago
Quote
I think this is a really interesting topic  Smiley
I suppose the only way that you make the player not want to win the game deliberately would be as you suggested, having a companion along the side, but with a twist  Wink. If you win the game the companion is lost and there is no way to have the same companion again(Random companions each time or something). Or that the game's an RPG and the world evolve as you play it and at the end the whole game saves gets erased. No one would want to erase a world which they created and influenced, thus the player will not want to win the game. Perhaps.

I think what I was trying to ask is, not punishing someone for entering a win state, but simply discouraging them from wanting to enter it. Yes, technically, through punishing them you are discouraging them, but it would be much more effective against the user and leave a lasting impression. That said, a world that builds and flows around the user as they move throughout the game, only to be destroyed during the endgame, would be very interesting as well. Possibly allowing the player to now explore the dead world which they worked so hard to create, only to see it in ruins. What would be worse, is if somehow the player was put in a position where they are the ones who destroy it.

I feel like this episode of Extra Credits might stimulate the conversation at this point. It's all about choices and the way we view and implement them in gaming.

Quote
Speaking of madness and sanity, that is the premise of the game I am currently working on, the same games that inspired this question xP
But yeah, using powerful emotion against the audience is a very effective way to not only get their attention on the game, but keep it. Entertainment with the moments that seem to pull your heart out of your chest seems to be the best kind for sure.

I'm a fan of the works of H.P. Lovecraft so I totally agree that non-positive emotions can be effective and maybe desirable. It's almost like schadenfreude the way I feel when I'm wanting to read one of the miserable stories written by H.P.L.
In addition, I wanted to talk on similar lines with you all, without a threadjacking taking place so I've started a parallel topic (kind of) about some specific emotional motivators in gaming. It's HERE.


12  Game Development / Game Play & Game Design / Emotional motivation in gaming, and Firefly on: 2013-06-24 09:45:16
I started this topic because I wanted to branch off a discussion that was happening here.

The tangent I'm on is about how non-positive emotions motivate us in gaming and media. I'm a fan of the works of H.P. Lovecraft (the father of horror writing imho) and, generally, any story that features self doubt/ slow steps into madness for the protagonists.

What I've really been thinking on for a while is why I like the show Firefly (I'm excluding the movie Serenity because I don't like it or think it fits in). I bear an undying love for the show and I am not completely sure what makes me feel that way. I have a tendency towards liking western and post-apocalyptic themes and it touches on those but I don't think that's all of it. Back to topic, I also don't feel the show is innately positive. It feels almost sullen to me without the overbearing, overt, pouty feeling I get from shows that really want to be dark/negative.

What I'm trying to figure out is what draws people to non-positive themes in media and also what elements of those themes exist in my favorite show. How well do those themes work  in games?
13  Game Development / Game Play & Game Design / Re: Just something to think about while you go about your lives. on: 2013-06-21 05:18:39
Great topic, I really enjoy the type of entertainment that leaves you with a negative feeling, self doubt, confusion, madness, remorse, regret, loss. Anything that makes the player question his own sanity/morality/actions is worth looking at.
I agree that that ExtraCredits episode is a really good one.
14  Discussions / Miscellaneous Topics / Re: Why do jar files not have icons? on: 2013-06-19 22:20:43
To all of this mess I say *sigh* Emo
15  Discussions / Miscellaneous Topics / Re: What video games have you been playing lately? on: 2013-06-19 22:17:30
I'm still finishing Bioshock Infinite but I just found a marvelous little skinner box game called Raft Pirates for android. Its really fun and if there are any fans of Extra Credits out there the game touches on a lot of issues they cover.
16  Game Development / Newbie & Debugging Questions / Re: Problem with Matrices and FloatBuffers on: 2013-06-19 21:58:28
I found another little mistake too. Emo Thank you, I completely missed that. Smiley I commented out the face culling just to be sure that it wasn't some error with seeing things inside out or something stupid.
Oh and I know that I was printing in transpose, I knew I should have noted it but I didn't. Thanks again!
17  Game Development / Newbie & Debugging Questions / Re: Problem with Matrices and FloatBuffers on: 2013-06-19 12:11:39
So I wrote up this:

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System.out.print(matrixBuffer.equals( cameraToClipMatrix.transpose().toBuffer())+"\n");
                System.out.print((camtoclip.m00 == cameraToClipMatrix.get(0))+" ");
                System.out.print((camtoclip.m01 == cameraToClipMatrix.get(1))+" ");
                System.out.print((camtoclip.m02 == cameraToClipMatrix.get(2))+" ");
                System.out.print((camtoclip.m03 == cameraToClipMatrix.get(3))+" "+"\n");
                System.out.print((camtoclip.m10 == cameraToClipMatrix.get(4))+" ");
                System.out.print((camtoclip.m11 == cameraToClipMatrix.get(5))+" ");
                System.out.print((camtoclip.m12== cameraToClipMatrix.get(6))+" ");
                System.out.print((camtoclip.m13 == cameraToClipMatrix.get(7))+" "+"\n");
                System.out.print((camtoclip.m20 == cameraToClipMatrix.get(8))+" ");
                System.out.print((camtoclip.m21 == cameraToClipMatrix.get(9))+" ");
                System.out.print((camtoclip.m22 == cameraToClipMatrix.get(10))+" ");
                System.out.print((camtoclip.m23 == cameraToClipMatrix.get(11))+" "+"\n");
                System.out.print((camtoclip.m30 == cameraToClipMatrix.get(12))+" ");
                System.out.print((camtoclip.m31 == cameraToClipMatrix.get(13))+" ");
                System.out.print((camtoclip.m32 == cameraToClipMatrix.get(14))+" ");
                System.out.print((camtoclip.m33 == cameraToClipMatrix.get(15))+" "+"\n");
                System.out.print("matrixBuffer"+"\n");
                for(int i = 0; i< 16 ; i++){
                    System.out.print(matrixBuffer.get(i)+" ");
                    if(i%4 == 3)
                       System.out.print("\n");
                }
                System.out.print("cameraToClipMatrix.toBuffer()"+"\n");
                for(int i = 0; i< 16 ; i++){
                    System.out.print(cameraToClipMatrix.toBuffer().get(i)+" ");
                    if(i%4 == 3)
                       System.out.print("\n");
                }


to check the matrices and buffers.

And my results were:

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false
true true true true
true true true true
true true true true
true true true true
matrixBuffer
1.0 0.0 0.0 0.0
0.0 1.0 0.0 0.0
0.0 0.0 1.0 0.0
0.0 0.0 0.0 1.0
cameraToClipMatrix.toBuffer()
1.0 0.0 0.0 0.0
0.0 1.0 0.0 0.0
0.0 0.0 1.0 0.0
0.0 0.0 0.0 1.0


Either I'm a moron or something strange is going on.  Clueless
18  Game Development / Newbie & Debugging Questions / Re: Problem with Matrices and FloatBuffers on: 2013-06-19 08:57:12
That's what I thought! Yes it does always work. I debugged my own code down to bare bones looking for the problem so I just used your Example6_4 because they're so similar. Just for debugging this buffer thing. Here is the modified class; nothing but rendering. Here
Please give it a run and see this for yourself.
Here is at least one example of someone using what seems to be identical methods.
19  Game Development / Newbie & Debugging Questions / Re: Problem with Matrices and FloatBuffers on: 2013-06-19 08:02:35
Allright, I'm off work. To start with, I am using the identity matrix to simplify things. I am using code from ra4king's ports of the arcsynthesis tutorials and it works with his Matrix4 class but when I do it with the lwjgl Matrix4f class It does not work correctly.

Here is the rendering code. The Init() method (not included) is pretty standard vbo/vao binding stuff and I know it works because the draw method alternates between using the two matrix classes once every second. The Matrix4 class by ra4king works and the Matrix4f class does not. It flashes between a cube and black screen. It is pretty ugly because I've temporarily cut everything else away for debugging.

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 public void draw() {
                    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
                        Matrix4 modelToCameraMatrix = new Matrix4().clearToIdentity().translate(0, 0, -5);
                       
                        program.begin();
                        time++;
                        glBindVertexArray(vao); // vao is a simple cube
                       if (time <=60) // doesn't work
                          glUniformMatrix4(cameraToClipMatrixUniform, true, toBuffer(camtoclip)); // have tried true and false for second param.
                       else if (time <=120) // does
                          glUniformMatrix4(cameraToClipMatrixUniform, false, cameraToClipMatrix.toBuffer());
                        else
                           time = 0;
                                glUniformMatrix4(modelToCameraMatrixUniform, false, modelToCameraMatrix.toBuffer());
                                glDrawElements(GL_TRIANGLES, indices.length, GL_UNSIGNED_SHORT, 0);
                       
                        glBindVertexArray(0);
                        System.out.print(toBuffer(camtoclip) == cameraToClipMatrix.toBuffer());
                        program.end();
                }
               
                public FloatBuffer toBuffer(Matrix4f mat){
                  FloatBuffer matrixBuffer = BufferUtils.createFloatBuffer(16);
                  matrixBuffer.clear();
                  mat.store(matrixBuffer); //have tried mat.storeTranspose(matrixBuffer) here
                 matrixBuffer.flip();
                  return matrixBuffer;      
               }
       


This is the toBuffer() method from Matrix4. The variable 'matrix' is a class scope float[].

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        private final static FloatBuffer direct = BufferUtils.createFloatBuffer(16);
       
        public FloatBuffer toBuffer() {
                direct.clear();
                direct.put(matrix); // 'matrix' is a float[]
               direct.flip();
                return direct;
        }


Here are the declarations and inits for the matricies.

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        private Matrix4f camtoclip;
        private Matrix4 cameraToClipMatrix;


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                cameraToClipMatrix = new Matrix4().clearToIdentity()
                camtoclip = new Matrix4f();


Thanks again. There's a wheelbarrow full of medals here for whoever can explain what is wrong.

EDIT: Heres my vert shader

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#version 330

layout(location = 0) in vec4 position;
layout(location = 1) in vec4 color;

smooth out vec4 theColor;

uniform mat4 cameraToClipMatrix;
uniform mat4 modelToCameraMatrix;

void main()
{
   gl_Position = cameraToClipMatrix * modelToCameraMatrix * position;
   theColor = color;
}
20  Game Development / Newbie & Debugging Questions / Re: Problem with Matrices and FloatBuffers on: 2013-06-19 02:33:28
Davedes, I just read your shader tutorial. I cannot understand why this :
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public void setUniformMatrix(int loc, boolean transposed, Matrix4f mat) { 
if (loc==-1)
 return;
if (buf16Pool == null)      
 buf16Pool = BufferUtils.createFloatBuffer(16);    
buf16Pool.clear();    
mat.store(buf16Pool);    
buf16Pool.flip();    
glUniformMatrix4(loc, transposed, buf16Pool);
}

Would work and mine would not.

21  Game Development / Newbie & Debugging Questions / Re: Problem with Matrices and FloatBuffers on: 2013-06-19 01:57:11
That's one of the things I thought! Sad I tried both mat.storeTranspose(matrixBuffer) and using 'true' for that parameter.
Thanks, any other ideas?

EDIT: Just to be clear, I tried them separately
22  Game Development / Newbie & Debugging Questions / Problem with Matrices and FloatBuffers on: 2013-06-19 01:37:49
So I can't seem to fix my rendering code in lwjgl. I've narrowed the problem down to how I'm loading a Matrix4f into glUniformMatrix4() as a FloatBuffer.
Long story short, I know:

       
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public FloatBuffer toBuffer(Matrix4f mat){
                  FloatBuffer matrixBuffer = BufferUtils.createFloatBuffer(16);
                  matrixBuffer.clear();
                  mat.store(matrixBuffer);
                  matrixBuffer.flip();
                  return matrixBuffer;      
         }


Does not return a buffer that renders properly (black screen).
And I know that:

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private final static FloatBuffer direct = BufferUtils.createFloatBuffer(16);
       
        public FloatBuffer toBuffer() {
                direct.clear();
                direct.put(matrix); // matrix is a float[16]
               direct.flip();
                return direct;
        }


works.
Why? What is different here? Is there a more convenient way to upload a Matrix4f to lwjgl than my first snippet or an easy way to convert a Marix4f to a float[]?
I'm really stumped. Thanks.
23  Game Development / Game Mechanics / Re: Having trouble with 3rd person camera setup on: 2013-06-15 05:30:36
I'm trying to avoid that. Think of how irritating that is  in minecraft, your target location is always obscured by the player. :-/ Many games with a quality feel have this system. Think of dead space.
24  Game Development / Game Mechanics / Re: Having trouble with 3rd person camera setup on: 2013-06-15 04:27:51
Ok, here's what I'm thinking, (I'm at work so I'll test it later if I can) I should have two orientation quats, one pointing the camera at the player (center of arcball) and one pointing it at the target point. I use the first one while rotating the camera around the player (ie camToPlayerQuat.tomatrix ()) then set the cameras orientation to camToTargetQuat before rendering. Does that make sense to anyone?
25  Game Development / Game Mechanics / Re: Having trouble with 3rd person camera setup on: 2013-06-14 22:59:20
Ok that helps a lot! The arcball thing makes sense now, my final problem is that I can't imaging how to make the camera rotate about the player (as in the dark circle in my pic) but look at another point without screwing up the arcball. Mathematically how can I account for rotating around a center that is not my camera target?
26  Game Development / Game Mechanics / Re: Having trouble with 3rd person camera setup on: 2013-06-14 12:06:02
Actually I have the lookat formula but I wanted to do the same thing with quats because they don't degenerate. I roughly understand the lookat formula but I can't figure how to properly position the camera and target point relative to the player while working with quats. I appreciate the note about dot product though, it's been a few years since I did calc or trig. Smiley
27  Game Development / Game Mechanics / Re: Having trouble with 3rd person camera setup on: 2013-06-14 07:29:13
I appreciate the advice, and I'm playing with that file, but I think I'm going to need some more explicit 'here you go bonehead" type help.  Undecided
28  Game Development / Game Mechanics / Having trouble with 3rd person camera setup on: 2013-06-14 01:27:41
I'm working on making a 3rd person camera (in lwjgl) and I simply cannot get the math concepts straight in my head. I've worked through the positioning stuff in the arcsynthesis tutorials but I'm still having some trouble thinking in quaternions. I really don't like Euler angles (yaw, pitch, roll) so I'd like to stay away from them.

Right now I have a player class that has its own camera object as well as player position and camera target vectors and an orientation quaternion. I can update the player's orientation with a quat but I'm having trouble figuring out how to move the camera's target and position properly.

Should that be done with quats/position vectors as in the left half of my pic? Would it be better to do it  with a pair of spherical position vectors like in the right? And if so, isn't that subject to gimbal lock?

I'm using an offset target point so as to avoid the irritating player-always-in-the-way effect like in minecraft.



Please and Thank you for the help
29  Java Game APIs & Engines / OpenGL Development / Re: Fully Ported Arcsynthesis Tutorial Code on: 2013-06-11 11:55:13
Nice work Ra4King... for some reason I had problems getting it with the HG code so I downloaded it as zip.

Weird it was the first time I ever used mercurial and I got it. Smiley
30  Games Center / WIP games, tools & toy projects / Re: Stick Battle (WIP name) [UPDATE, June 10,2013] on: 2013-06-10 21:28:26
I don't think its intentional but idk. The screen only renders the world to a certain point for me. pic. I like the new additions although the game froze for me. I think it was when I tried to mine stone. Smiley
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