Java-Gaming.org    
Featured games (79)
games approved by the League of Dukes
Games in Showcase (477)
Games in Android Showcase (107)
games submitted by our members
Games in WIP (536)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1]
1  Java Game APIs & Engines / JOGL Development / Requests for Tutorials on: 2006-08-01 20:46:09
Hi all!

These are great forums and I'm really learning a lot here. Thanks to everyone who has contributed from a newbie!

There are still some questions that I have that also might make good tutorials/How-To's.  I thought I'd post them up in a new thread.  If others like the idea of a request list for tutorials, post up your own ideas below.

So without further ado, I bring you my own little request list:

1. Rasters, Databuffers and Images Tutorial.  I understand the basic concepts of these (I think) but there is just a bewildering number of combinations here.  Add in SampleModels and ColorModels, and the number just explodes.  I'd like to see a Tutorial or How-To that covers a large number of practical formats.  What color model and sample model does a GIF use? What about BMPs and TIFF files? TGA? PNG? JPEG?  And what are the most common color and sample models for screens, esp those used by JOGL?  How do I test for them, and how to I convert (efficeintly) between them?

2. Publishing You Application.  This is more of a general Java question, but how would I release a Java app or applet that uses JOGL?  There's a couple of libraries that need to be available (JOGL.jar and the *-natives.jar), how do I load/access these at runtime?

Ok, there's a couple of ideas.  If anyone can help, muchas gras! I'd love to get my hands on well-written tutorials for these subjects.  I've looked and most basic introductions fall far short.  Linkies to existing tutorials are great!  Or originally written ones too.  Smiley Otherwise, I'll probably be posting some specific questions as issues come up.
2  Game Development / Game Play & Game Design / Re: JRPG Design/Development on: 2005-02-18 18:58:07
Woo! I signed up!

So what's the best way to keep in touch with people? Smiley
3  Game Development / Game Play & Game Design / Re: JRPG Design/Development on: 2005-02-16 18:45:12
I like the ideas here.  Was it Ultima 6 that had towns where people went about their business during the day, and went home at night?  Something like that would be cool.

I'm interested in your project, although I don't know how much I can contribute.  I'm still learning Java.  Do you have anything easy? Smiley


4  Game Development / Newbie & Debugging Questions / Re: BufferedImage for fast display? on: 2005-02-07 16:18:41
1  
2  
3  
4  
5  
 GraphicsConfiguration gc = GraphicsEnvironment.getLocalGraphicsEnvironment()
     .getDefaultScreenDevice().getDefaultConfiguration();

BufferedImage image = gc.createCompatibleImage(width, height,
     Transparency.TRANSLUCENT);

Woo!  That looks like what I wanted! Thanks Mal, I'll check this out. Smiley
5  Game Development / Newbie & Debugging Questions / Re: BufferedImage for fast display? on: 2005-02-07 02:41:01
Hey Smarto, thanks for those links.  They look pretty good, I'll have to check them out.  

Basically I want to do a form of double buffering.  I want to use a background image and then add seperate sprite images the background to form the final image.  I plan to use these as seperate images, not quite double buffering, and use dirty rectangles to only update the areas that I want.

But that doesn't matter.  Right now, I only want one thing.  How can I get the bit depth and color mode of the display so I can match it with my images I create?

I changed my original post to better say what I ment (you are right, I wasn't too clear the first time).  

Anyhoo, hopefully someone can answer.
6  Game Development / Newbie & Debugging Questions / BufferedImage for fast display? on: 2005-02-05 02:56:34
Hi all!  I'm looking at starting a simple game, with a few sprites.  I want to make a few sprites using BufferedImage, then blit the sprites quickly to the screen.

Query: How can I match the display (bit depth, RGB, BGR, etc. ) for the fastest blit?

I want to set this up before hand, not in the paint() method.  Trying to create all the sprites in the paint() method would basically be kludgy, at best, and totaly unworkable at worst.

I want to set up the sprites in main(), or some method called by main, with images that match the screen bit depth.

Any ideas?  Thanks for the help!
7  Game Development / Game Play & Game Design / Re: Looking for help (2D Java) on: 2005-01-29 15:55:55
Quote
With the communication, I just mean for example

a player write a message to an other player. Then must it INSERT into a database and then I must read for example every second if the player has a new message or how does it work?


In short, -->** NO!! **<--

For the longer answer, go here.  Ignore the section on multicasting, it's not well supported by the internet.

You want to use client-server in addition to a database (ie, use both).  The database is used for persistent information.  That is, information that stays around after they are logged off.  User-name, password, level or how many points they have, location, etc.  The server relays temporary messages (stuff that could be lost with out consequences if they disconnected suddenly).  Text messages, X-Y movement on screen, a challenge to play a contest, etc. all should be handled by the server, not a database.


For more information, the whole tutorial is here.
8  Game Development / Game Play & Game Design / Re: Java Game Console on: 2005-01-26 14:58:27
Ok this looks very cool.  Even 50-60MHz would be good for a final product.

The hardware blitter is a good idea.  I'd ask for a descriptor chain (the ability get the hardware DMA to step through a simple list of sprites, rather than just one at a time) and stretch/scale transform for 2.5D games (think Space Harrier).  

Lines and cirlces are ok but normally I don't think a game uses these.

Oh, and a scrollable background.   Very important that one.  And maybe some sort of tiles for backgrounds too.  (Ie, scrolling bitmaps or tiles, in the same hardware.)

Ok, hehe, enough demands. Wink
9  Game Development / Game Play & Game Design / Re: Java Game Console on: 2005-01-26 01:56:52
Quote
I'm pretty close to dropping ASICs for FPGAs in the production design. The reason is that the Spartan 3s have actually gotten cheaper than low volume ASICs. This opens up quite a few possiblilties in the way of reconfiguring the hardware on the fly.


Just curious: what's the top clock speed for these FPGAs?  The one's I've worked with were quite slow.  Maybe they've sped up?
10  Game Development / Networking & Multiplayer / Re: Java binds to serversocketchannel, but linux s on: 2005-01-22 23:33:30
Ah.  Well, tcpdump will find out stuff like you're not actually getting a packet you thought you were.
11  Game Development / Networking & Multiplayer / Re: Java binds to serversocketchannel, but linux s on: 2005-01-22 21:03:26
I have a NAT server for home that does basically the same thing.  It's based on old Red Hat 7.2, kernel 2.4.....

Maybe it's some bug in the kernel or in a daemon?  Only because I wasn't running Java or email on the NAT box.

Beats me.  Run tcpdump just to verify that you are indeed receiving a packet on 8080, then reboot I guess.  That's what did it for me.  (I think my problems were due to my ISP not renewing DHCP leases properly, but I could never prove it.)

Only other ideas: tear down apps until it starts working (PING is in the kernel I think.  It should ALWAYS work, if you are able to receive a packet at all. tcpdump should help here.)  Then start adding the apps back until it fails, then debug.
12  Game Development / Game Play & Game Design / Re: Java Game Console on: 2005-01-22 19:54:25
Very cool idea.  I'm going to have to check out the wiki.

Personally, I'd like to see it do just a bit more, like add a DVD player.  How do you get kids in the back seat to stay quiet?  Just plug in a video for em, ask any parent.

Add CD music playback too, and DreamCast style 3D graphics.  All for around US$75.   I think that'd work.

But the basic plan is way cool.  I hope something comes of this.

13  Game Development / Game Play & Game Design / Re: Game connection and login scenarios on: 2005-01-22 18:19:44
Ditto.  In game all the way.

I'm curious: why are you interested? Because the first thing I thought was "Hmm, this would be a good question for someone thinking of implementing a little game log-in library."
14  Game Development / Newbie & Debugging Questions / Re: MUD tutorial on: 2005-01-11 00:24:55
Quote
Ok I think I found the source code but it does not look like Java to me, and wheather it is or not what kind of compilier do I need to compile it so I can then fool around with it and see what happens?   Thanks again for the reply.


Nonnus is correct.  DikuMUD is written in a quaint little language called C,  and I think the Posix (Unix) API.  (Most of this API is supported in the standard C library on Windows, so no worries.)

It's still good to learn basic C, imho--think external routines for Java.

You can get a C compiler for free at www.mingw.org.  Grab MSYS too while you are there.  If you must use a GUI environment, www.bloodshed.net uses the mingw compiler and adds a decent graphical front-end.

Let me know if you are going to persue C programming.  I have these tools and it won't be hard for me to give you some pointers on the DikuMUD code.
15  Game Development / Newbie & Debugging Questions / Re: MUD tutorial on: 2005-01-09 21:28:34
You can learn about Diku Muds at http://www.dikumud.com/  This is the one that started Everquest.  Download the dikumud code and read it, it's acutally pretty short and you learn a lot quick!  That's what I did.

Good luck.
16  Game Development / Newbie & Debugging Questions / Re: Applets vs. Applications on: 2004-12-29 00:18:16
Yeah, I think the bnok on Java I have right now may not be the best.  I'm finding it does not cover many things. I've seen Dietel & Dietel rated as excellent, if a bit more of a reference manual and less of a tutorial.  Amazon has used copies cheap.  

Amazon also rates highly a couple of books: Java 2 A Beginner's Guide -- by Herbert Schildt, and Java 2 The Complete Reference, Fifth Edition -- by Herbert Schildt.

Any suggestions?
17  Game Development / Newbie & Debugging Questions / Re: Applets vs. Applications on: 2004-12-28 00:55:22
I have a java web start app that I use and love (Bill Shubert pwns u!!).  

Basically, Bill's app allows you to use it as an applet, or as a webstart app.  The applet is very convienent.  There's nothing to install, no worries about "wtf is this JRE thing" for the user.  Just click and go and the applet runs.  THAT'S what I want, because I found the user experience to be excellent when I used Bill's app.

Now of course I've installed the full JRE and webstart apps are no worries for me, but not all users have webstart installed.  Thus I'd like to support applets too.
18  Game Development / Newbie & Debugging Questions / Re: Applets vs. Applications on: 2004-12-21 02:06:11
Good point about the keyboard listener.  I'm a C programmer, mostly. Smiley I remember mouse listeners from the Java book I have, but I'll have to go back and look up keyboard listeners.

Hey,  no  one knows if OpenGL (JOGL?) is available to an applet?  It's a native method right? so I assume not, but I'm still resisting writing code just to see if it 'splodes.
19  Game Development / Newbie & Debugging Questions / Re: Applets vs. Applications on: 2004-12-19 22:06:47
Hey nice site!  Yes those games seem pretty responsive, no worries there.  Did you have to do anything special or are just basically reading from standard-in?

20  Game Development / Newbie & Debugging Questions / Applets vs. Applications on: 2004-12-19 18:19:46
Hi all!  I r a newless clubie!

So I thought I'd ask a few basic questions.  I could try these out on my own, but it would jump start me if I could just get expert opinions (ie, I'm lazy).

Applet games: I assume Java3D is available.  Is OpenGL available to applets?

How hard is it to maintain the same game as both an applet and a stand alone app?  Are there any pitfalls I should pay attention to?

How about writing applet games in general.  Is the response to input good? Or laggy?  Any advice here?

What about security?  An applet can contact it's host sever, but can I log-in an individucal user securely?  What object can I use (I can't make my own datagrams, can I)?



Ok, that's all for now.  I'm off to cruise the boards and see what other info I can find.  Thanks for the help!!
Pages: [1]
 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

Riven (19 views)
2014-07-29 18:09:19

Riven (13 views)
2014-07-29 18:08:52

Dwinin (12 views)
2014-07-29 10:59:34

E.R. Fleming (31 views)
2014-07-29 03:07:13

E.R. Fleming (12 views)
2014-07-29 03:06:25

pw (42 views)
2014-07-24 01:59:36

Riven (42 views)
2014-07-23 21:16:32

Riven (28 views)
2014-07-23 21:07:15

Riven (29 views)
2014-07-23 20:56:16

ctomni231 (60 views)
2014-07-18 06:55:21
HotSpot Options
by dleskov
2014-07-08 03:59:08

Java and Game Development Tutorials
by SwordsMiner
2014-06-14 00:58:24

Java and Game Development Tutorials
by SwordsMiner
2014-06-14 00:47:22

How do I start Java Game Development?
by ra4king
2014-05-17 11:13:37

HotSpot Options
by Roquen
2014-05-15 09:59:54

HotSpot Options
by Roquen
2014-05-06 15:03:10

Escape Analysis
by Roquen
2014-04-29 22:16:43

Experimental Toys
by Roquen
2014-04-28 13:24:22
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!