Java-Gaming.org    
Featured games (81)
games approved by the League of Dukes
Games in Showcase (489)
Games in Android Showcase (112)
games submitted by our members
Games in WIP (553)
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  Game Development / Newbie & Debugging Questions / Re: Saving parsed XML data to memory on: 2013-06-11 10:44:08
Thanks, I am going to create a similar solution using a AssetManager.

Question though what do you use to parse XML with? or recommend.
2  Game Development / Newbie & Debugging Questions / Saving parsed XML data to memory on: 2013-06-10 10:26:36
Hello everyone,

My Bitmap fonts and HUD make use of XML files to help define them, both files are rather small ~30 KB about. The Font XML is parsed once at engine startup and the HUD file once when world is created.

I use DOM to parse them (DocumentBuilderFactory etc.), what system should I use to save the parsed data to for later use during the main game loop(tick), a Hash map, or what? Obviously I want it to be quick and not take to much memory.

If this approach is wrong please tell me, I will try any other methods you think would be better.

Thanks
3  Discussions / General Discussions / Re: OpenGL and OS X on: 2013-05-16 17:33:53
Do you think that the steam hw survey (http://store.steampowered.com/hwsurvey) is trust worthy, because 52.66% are DX11 and usally DX11 cards support OpenGL 4.2 etc., which then means they support OpenGL 3.

So together with (https://developer.apple.com/graphicsimaging/opengl/capabilities/), going for OpenGL 3 means you target a big chunk of the market.

Unfortunately steam doesn't mention Linux distro's all that much unless its combined in with everything.

Question: Been a while since I worked Linux (+1 year ago), how is OpenGL driver support on Linux for Nvidia and ATI?
4  Discussions / General Discussions / OpenGL and OS X on: 2013-05-14 16:26:27
Hello all,

Just wanted to know is there any truth to this page contents: https://developer.apple.com/graphicsimaging/opengl/capabilities/
If so, does that mean if you are going to develop for PC and MAC don't develop games for OpenGL 3.3+, if you want to distribute to them both.

Or am I completely misunderstanding the web page.
5  Discussions / General Discussions / Re: Hello to all :) on: 2013-05-06 09:19:48
Thanks for the advice,

Me (the programmer) and my friend (who is a artists) are thinking of making a game, sandbox type game, NOT like minecraft of course,
but a sandbox like type game, because it saves time on level design, well then again creating a good sandbox might be more difficult
than normal linear level design but we feel it might require less level assets, and we aren't experienced level designers.

But I would like to make the game mod-able, how does one make it mod-able game, is it about exposing certain functionality of your game
or just going full open-source type mode.
6  Game Development / Newbie & Debugging Questions / Re: Package naming conventions on: 2013-05-02 08:24:10
Thanks you all, all of this is very helpful, I went with the com.[PROJECT_NAME].[MODULE],
this seems the best way to logically group everything.

In the Java docs they also talk about package-private which then fits in nicely, even though
I would never declare class and class members without a access specifier.
http://docs.oracle.com/javase/tutorial/java/javaOO/accesscontrol.html
7  Game Development / Newbie & Debugging Questions / Package naming conventions on: 2013-04-30 11:55:58
Hi Everyone,

When I did work on android based Apps, it was very important that your package names were unique
so I proceeded to use the normal naming conventions org.something.main etc.

I was wondering is this true for Java games that get deployed to be used on the desktop, should your Classes be put in uniquely identified packages? (com.gameengine.utils)

As a side note: What would you use if you don't have a website or even a game title to use yet, in creating package names.

Thanks
8  Discussions / General Discussions / Hello to all :) on: 2013-04-29 15:37:01
New here, just want to introduce myself, hope doing it in this thread is O.K

Java, OpenGL and PC games are three of my favourite things, so want to try and make my own 3D Engine for fun etc. and then if able to make a small game from it, well try.  I have some experience in Java and OpenGL, hope I don't bother you guys to much with all my Noob questions, ill be asking on this Forum.  Grin

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.

TehJavaDev (18 views)
2014-08-28 18:26:30

CopyableCougar4 (26 views)
2014-08-22 19:31:30

atombrot (39 views)
2014-08-19 09:29:53

Tekkerue (36 views)
2014-08-16 06:45:27

Tekkerue (33 views)
2014-08-16 06:22:17

Tekkerue (22 views)
2014-08-16 06:20:21

Tekkerue (33 views)
2014-08-16 06:12:11

Rayexar (70 views)
2014-08-11 02:49:23

BurntPizza (47 views)
2014-08-09 21:09:32

BurntPizza (37 views)
2014-08-08 02:01:56
List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50

List of Learning Resources
by SilverTiger
2014-07-31 16:26:06

List of Learning Resources
by SilverTiger
2014-07-31 11:54:12

HotSpot Options
by dleskov
2014-07-08 01:59:08
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!