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1  Games Center / Archived Projects / Re: Cosmic Trip on Linux test on: 2003-06-07 10:59:08
Maybe you could use SDL to change resolutions for you as it does this correctly.
2  Games Center / Archived Projects / Re: Cosmic Trip on Linux test on: 2003-06-06 14:25:55
1st: congrats on using JWS. I refuse to download and install a zip and download it again and again to keep up with the latest version and to have to fight with dll/so hell. JWS solves all these issues perfectly.

2nd: cool sound/graphics - when it's not pausing everything is smooth and quite nice.

3rd: there were some pauses, but I was running the jvm in remote debugging mode. Running in a normal jvm was perfectly smooth.

4: I'm guessing the XVidMode extension isn't used to set the resolution? The resolution changes, but the virtual desktop size stays the same. It would be great if that were fixed.

3  Games Center / Archived Projects / Re: Velocipedro on: 2003-05-16 22:26:14
Great music!
4  Games Center / Archived Projects / Re: Check out my game : Dungeon Tales on: 2003-03-24 21:56:54
Your obfuscator breaks it for me:
Java VM version: 1.4.1_02
Java VM vendor:  Sun Microsystems Inc.
java.lang.ClassFormatError: DungeonTales (Bad magic number)
     at java.lang.ClassLoader.defineClass0(Native Method)
     at java.lang.ClassLoader.defineClass(
     at org.kde.kjas.server.KJASAppletClassLoader.findClass(
     at org.kde.kjas.server.KJASAppletClassLoader.loadClass(
     at org.kde.kjas.server.KJASAppletStub$

I use Retroguard and this problem doesn't occur.
5  Java Game APIs & Engines / OpenGL Development / Re: lwjgl & linux & webstart question on: 2003-03-18 15:26:13
There are two libs because the glibc major version is different on (at least) those two platforms,

Why not provide a statically linked version?

Another alternative is to have 2 separate JNLP files -
one for RedHat and one for Suse.
6  Games Center / Archived Projects / Re: Found on the web some time ago... on: 2003-01-24 22:27:23
"me too". I think it's impressive.
7  Java Game APIs & Engines / OpenGL Development / Re: Testers needed for jPCT->LWJGL on: 2003-01-17 11:41:30
Linux 1.3GHz Athlon, GeForce2, 177-188fps.
Great job! jPCT was the best software only 3D API I could find for Java. I like the fact that it comes with MD2 and 3DS model loaders. Now with hardware accel I think it's the easiest way for someone to make a fast 3D game.

8  Java Game APIs & Engines / Java 3D / Re: To all LWJGL developpers on: 2003-01-11 23:10:45
No. Sorry - I didn't mean to leave ya hanging...It still doesn't work.
I'm working till midnight tonight and am unable to steal some time to create debug builds and create a useful gdb stack trace for you. I will do this Soon...

9  Java Game APIs & Engines / Java 3D / Re: To all LWJGL developpers on: 2003-01-11 21:15:08
Elias: thanks - it compiles fine now.
One thing to note: I did a cvs update to openal and the tests I tried produced sound with no error.
10  Java Game APIs & Engines / Java 3D / Re: To all LWJGL developpers on: 2003-01-11 18:09:11
A good suggestion, actually.
It's strange, I used to be able to run the JavaSoundDemo and now I can't - I tried JDK 1.4.0, 1.4.0_01, 1.4.1, 1.4.1_01 and they all fail. Yet, I can play UT, play multiple oss and alsa wav files simultaneously (hardware mixing emu10k1). It must be me, and a reboot didn't fix it.
Maybe I forced my way out of rpm hell one too many times.
<In the voice of Charlie brown>
11  Java Game APIs & Engines / Java 3D / Re: To all LWJGL developpers on: 2003-01-11 16:19:08
checking for JAVA_HOME... /usr/java/j2sdk1.4.1_01
Every previous cvs update for LWJGL compiled and worked (except for my first time a long time ago). Only this last checkout fails.

It should be simple to fix the build as org_lwjgl_input_GamePad.h simply does not exist in CVS anymore:

org_lwjgl_input_GamePad.cpp:43:37: org_lwjgl_input_GamePad.h: No such file or directory

When the build is fixed again I'll try again and if that doesn't fix it perhaps I'll break down and work this out via irc.


12  Java Game APIs & Engines / Java 3D / Re: To all LWJGL developpers on: 2003-01-11 13:45:25
Mandrake 8.2 updated to mostly Mandrake 9.

I tried the test you mentioned ( org.lwjgl.test.openal.PlayTest) and
it core dumped.
I was running from CVS. I `cvs update -d`, ant clean, cd src/native, make clean, ./configure, make and received this:

cpp  -fPIC -DPIC -o .libs/org_lwjgl_input_GamePad.lo
org_lwjgl_input_GamePad.cpp:43:37: org_lwjgl_input_GamePad.h: No such file or directory
org_lwjgl_input_GamePad.cpp:50: syntax error before `void'
org_lwjgl_input_GamePad.cpp:58: parse error before `Java_org_lwjgl_input_GamePad_nCreate'
org_lwjgl_input_GamePad.cpp:70: syntax error before `void'
org_lwjgl_input_GamePad.cpp:80: syntax error before `void'
org_lwjgl_input_GamePad.cpp:90: parse error before `Java_org_lwjgl_input_GamePad_nRead'
org_lwjgl_input_GamePad.cpp:101: parse error before `Java_org_lwjgl_input_GamePad_nEnableBuffer'
org_lwjgl_input_GamePad.cpp:112: parse error before `Java_org_lwjgl_input_GamePad_nGetNumButtons'
make[2]: *** [org_lwjgl_input_GamePad.lo] Error 1
13  Java Game APIs & Engines / Java 3D / Re: To all LWJGL developpers on: 2003-01-11 12:09:57
oal crashes 100% of the time.

Here's the dump:
(Using gdb on the core revealed nothing as no symbols could be found. Perhaps openal could be compiled with the debug info intact as the default?)

An unexpected exception has been detected in native code outside the VM.
Unexpected Signal : 4 occurred at PC=0x4CD5B0D2

Current Java thread:
       at org.lwjgl.openal.CoreAL.sourcei(Native Method)
       at Nehe21.playWave(
       at Nehe21.render(
       at Nehe21.main(

Dynamic libraries:
08048000-0804e000 r-xp 00000000 03:05 1876941    /mnt/freea5/java/j2sdk1.4.1_01/bin/java
0804e000-0804f000 rw-p 00005000 03:05 1876941    /mnt/freea5/java/j2sdk1.4.1_01/bin/java
40000000-40011000 r-xp 00000000 03:03 129313     /lib/
40011000-40012000 rw-p 00010000 03:03 129313     /lib/
40013000-4001c000 r-xp 00000000 03:05 2578592    /mnt/freea5/java/j2sdk1.4.1_01/jre/lib/i386/native_threads/
4001c000-4001d000 rw-p 00008000 03:05 2578592    /mnt/freea5/java/j2sdk1.4.1_01/jre/lib/i386/native_threads/
4001e000-40021000 r--s 00000000 03:05 1778914    /mnt/freea5/java/j2sdk1.4.1_01/jre/lib/ext/dnsns.jar
40021000-40022000 rw-s 40000000 03:03 132656     /dev/nvidia0
40022000-40023000 rwxp 00000000 03:03 7499       /dev/zero
40023000-40024000 rwxp 00000000 03:03 7499       /dev/zero
40024000-40031000 r-xp 00000000 03:03 129309     /lib/i686/
40031000-40038000 rw-p 0000d000 03:03 129309     /lib/i686/
40038000-4003a000 r-xp 00000000 03:03 129321     /lib/
4003a000-4003b000 rw-p 00001000 03:03 129321     /lib/
4003b000-40152000 r-xp 00000000 03:03 129305     /lib/i686/
40152000-40157000 rw-p 00117000 03:03 129305     /lib/i686/
4015b000-40473000 r-xp 00000000 03:05 2578594    /mnt/freea5/java/j2sdk1.4.1_01/jre/lib/i386/client/
40473000-40627000 rw-p 00317000 03:05 2578594    /mnt/freea5/java/j2sdk1.4.1_01/jre/lib/i386/client/
40637000-40648000 r-xp 00000000 03:03 129325     /lib/
40648000-40649000 rw-p 00011000 03:03 129325     /lib/
4064b000-4066d000 r-xp 00000000 03:03 129307     /lib/i686/
4066d000-4066e000 rw-p 00021000 03:03 129307     /lib/i686/
4066e000-4067e000 r-xp 00000000 03:05 2578598    /mnt/freea5/java/j2sdk1.4.1_01/jre/lib/i386/
4067e000-40680000 rw-p 0000f000 03:05 2578598    /mnt/freea5/java/j2sdk1.4.1_01/jre/lib/i386/
40680000-406a1000 r-xp 00000000 03:05 2578599    /mnt/freea5/java/j2sdk1.4.1_01/jre/lib/i386/
406a1000-406a3000 rw-p 00020000 03:05 2578599    /mnt/freea5/java/j2sdk1.4.1_01/jre/lib/i386/
406a3000-406b8000 r-xp 00000000 03:05 2578601    /mnt/freea5/java/j2sdk1.4.1_01/jre/lib/i386/
406b8000-406ba000 rw-p 00014000 03:05 2578601    /mnt/freea5/java/j2sdk1.4.1_01/jre/lib/i386/
406ba000-41d88000 r--s 00000000 03:05 1256797    /mnt/freea5/java/j2sdk1.4.1_01/jre/lib/rt.jar
41dcb000-41de2000 r--s 00000000 03:05 1256695    /mnt/freea5/java/j2sdk1.4.1_01/jre/lib/sunrsasign.jar
41de2000-41e53000 r--s 00000000 03:05 1256697    /mnt/freea5/java/j2sdk1.4.1_01/jre/lib/jsse.jar
41e53000-41e66000 r--s 00000000 03:05 1256696    /mnt/freea5/java/j2sdk1.4.1_01/jre/lib/jce.jar
41e66000-42122000 r--s 00000000 03:05 1256795    /mnt/freea5/java/j2sdk1.4.1_01/jre/lib/charsets.jar
441ca000-441cb000 rwxp 00000000 03:03 7499       /dev/zero
441cb000-441cc000 rwxp 00000000 03:03 7499       /dev/zero
441cc000-441cd000 rwxp 00000000 03:03 7499       /dev/zero
441cd000-441ce000 rwxp 00000000 03:03 7499       /dev/zero
441ce000-441cf000 rwxp 00000000 03:03 7499       /dev/zero
441cf000-441d0000 rwxp 00000000 03:03 7499       /dev/zero
4c3d3000-4c3fe000 r--p 00000000 03:03 218877     /usr/share/locale/ISO-8859-1/LC_CTYPE
4c3fe000-4c40c000 r--s 00000000 03:05 1778916    /mnt/freea5/java/j2sdk1.4.1_01/jre/lib/ext/ldapsec.jar
4c40c000-4c40e000 r-xp 00000000 03:03 163373     /usr/X11R6/lib/X11/locale/common/
4c40e000-4c40f000 rw-p 00001000 03:03 163373     /usr/X11R6/lib/X11/locale/common/
4c40f000-4c418000 r-xp 00000000 03:03 129330     /lib/
4c418000-4c419000 rw-p 00008000 03:03 129330     /lib/
4c61d000-4c63a000 r--s 00000000 03:05 1778913    /mnt/freea5/java/j2sdk1.4.1_01/jre/lib/ext/sunjce_provider.jar
4c63a000-4c6d9000 r--s 00000000 03:05 1778915    /mnt/freea5/java/j2sdk1.4.1_01/jre/lib/ext/localedata.jar
4c6d9000-4c720000 r--s 00000000 03:05 1779033    /mnt/freea5/java/j2sdk1.4.1_01/jre/lib/ext/vecmath.jar
4c720000-4c984000 r--s 00000000 03:05 1779034    /mnt/freea5/java/j2sdk1.4.1_01/jre/lib/ext/j3dcore.jar
4c984000-4cac9000 r--s 00000000 03:05 1779035    /mnt/freea5/java/j2sdk1.4.1_01/jre/lib/ext/j3dutils.jar
4cac9000-4cc1b000 r--s 00000000 03:05 1779036    /mnt/freea5/java/j2sdk1.4.1_01/jre/lib/ext/j3daudio.jar
4cc1b000-4cc53000 r--s 00000000 03:05 1779041    /mnt/freea5/java/j2sdk1.4.1_01/jre/lib/ext/gl4java.jar
4cc53000-4cc71000 r--s 00000000 03:05 1779042    /mnt/freea5/java/j2sdk1.4.1_01/jre/lib/ext/gl4java-glutfonts.jar
4cc71000-4cd08000 r--s 00000000 03:05 1779043    /mnt/freea5/java/j2sdk1.4.1_01/jre/lib/ext/gl4java-glffonts.jar
4cd08000-4cd16000 r--s 00000000 03:05 1779044    /mnt/freea5/java/j2sdk1.4.1_01/jre/lib/ext/png.jar
4cd16000-4cd5b000 r-xp 00000000 03:41 294837     /mnt/freeb1/downloads/java/games/LWJGL/src/native/.libs/
4cd5b000-4cd69000 rw-p 00045000 03:41 294837     /mnt/freeb1/downloads/java/games/LWJGL/src/native/.libs/
4cd6a000-4cd7a000 rw-s 00810000 03:03 132656     /dev/nvidia0
4cd7b000-4cdb2000 r-xp 00000000 03:03 134862     /usr/local/lib/
4cdb2000-4cdb4000 rw-p 00036000 03:03 134862     /usr/local/lib/
4ce07000-4ce15000 r-xp 00000000 03:03 47100      /usr/X11R6/lib/
4ce15000-4ce16000 rw-p 0000d000 03:03 47100      /usr/X11R6/lib/
4ce16000-4ceda000 r-xp 00000000 03:03 43867      /usr/X11R6/lib/
4ceda000-4cedd000 rw-p 000c3000 03:03 43867      /usr/X11R6/lib/
4cedd000-4cf86000 r-xp 00000000 03:03 52142      /usr/lib/
4cf86000-4cf9c000 rw-p 000a9000 03:03 52142      /usr/lib/
4cfa1000-4cfa8000 r-xp 00000000 03:03 63755      /lib/
4cfa8000-4cfa9000 rw-p 00007000 03:03 63755      /lib/
4cfa9000-4cfec000 r-xp 00000000 03:03 37298      /usr/lib/
4cfec000-4cfef000 rw-p 00042000 03:03 37298      /usr/lib/
4cff1000-4d359000 r-xp 00000000 03:03 37414      /usr/lib/
4d359000-4d361000 rw-p 00367000 03:03 37414      /usr/lib/
4d408000-4d494000 r-xp 00000000 03:03 84004      /usr/X11R6/lib/
4d494000-4d49f000 rw-p 0008b000 03:03 84004      /usr/X11R6/lib/
4d4a3000-4d5aa000 rw-s 00000000 00:05 89554945   /SYSV00000000 (deleted)
4d5aa000-555aa000 rw-s 10000000 03:03 132656     /dev/nvidia0
55669000-5576b000 rw-s 80000000 03:03 132656     /dev/nvidia0
5586d000-55b34000 r-xp 00000000 03:05 2578609    /mnt/freea5/java/j2sdk1.4.1_01/jre/lib/i386/
55b34000-55b49000 rw-p 002c6000 03:05 2578609    /mnt/freea5/java/j2sdk1.4.1_01/jre/lib/i386/
55b6e000-55bc1000 r-xp 00000000 03:05 2578608    /mnt/freea5/java/j2sdk1.4.1_01/jre/lib/i386/
55bc1000-55bc2000 rw-p 00052000 03:05 2578608    /mnt/freea5/java/j2sdk1.4.1_01/jre/lib/i386/
55bd3000-55bda000 r-xp 00000000 03:03 83986      /usr/X11R6/lib/
55bda000-55bdb000 rw-p 00006000 03:03 83986      /usr/X11R6/lib/
55bdb000-55c29000 r-xp 00000000 03:03 84010      /usr/X11R6/lib/
55c29000-55c2d000 rw-p 0004d000 03:03 84010      /usr/X11R6/lib/
55c2d000-55c32000 r-xp 00000000 03:03 83738      /usr/X11R6/lib/
55c32000-55c33000 rw-p 00004000 03:03 83738      /usr/X11R6/lib/
55c33000-55c3b000 r-xp 00000000 03:03 43847      /usr/X11R6/lib/
55c3b000-55c3c000 rw-p 00007000 03:03 43847      /usr/X11R6/lib/
55c3c000-55c50000 r-xp 00000000 03:03 43843      /usr/X11R6/lib/
55c50000-55c51000 rw-p 00013000 03:03 43843      /usr/X11R6/lib/
55c53000-55d19000 r-xp 00000000 03:05 2578611    /mnt/freea5/java/j2sdk1.4.1_01/jre/lib/i386/
55d19000-55d34000 rw-p 000c5000 03:05 2578611    /mnt/freea5/java/j2sdk1.4.1_01/jre/lib/i386/
55d34000-55d6f000 r-xp 00000000 03:03 60786      /usr/lib/
55d6f000-55d7a000 rw-p 0003a000 03:03 60786      /usr/lib/
55dfd000-55e18000 r-xp 00000000 03:03 83719      /usr/X11R6/lib/X11/locale/common/
55e18000-55e1a000 rw-p 0001b000 03:03 83719      /usr/X11R6/lib/X11/locale/common/
56399000-56c99000 rw-s 80000000 03:03 132656     /dev/nvidia0

Local Time = Sat Jan 11 10:07:44 2003
Elapsed Time = 2
# The exception above was detected in native code outside the VM
# Java VM: Java HotSpot(TM) Client VM (1.4.1_01-b01 mixed mode)
# An error report file has been saved as hs_err_pid24704.log.
# Please refer to the file for further information.
./nehe21: line 2: 24704 Aborted                 (core dumped) java -cp $LWJGL/bin:. -Djava.library.path=$LWJGL/src/native/.libs Nehe21
14  Java Game APIs & Engines / Java 3D / Re: To all LWJGL developpers on: 2003-01-11 11:27:12
All of the Nehe demos worked perfectly for me except for the last one (Nehe21): the data/* files had to be renamed to be all lower case F.E. Complete.wav must be renamed to complete.wav.

Also, I had to comment out playWave() as this crashed under Linux - likely an OpenAL issue, not your fault.

The game played so fast the only thing I could do was draw a box on the outside of the screen :-)

Keep up the great work!
15  Games Center / Archived Projects / Re: F-15 Strike on: 2003-01-10 16:20:48
Linux, 1.3GHz Athlon, GeForce 2, JDK1.4.1_01: 33fps.
When I hold z and c down and I fill the screen with as many bullets/bombs as I can I get 22fps.
16  Games Center / Archived Projects / Re: ESCAPE: First Person shooter in Java on: 2003-01-08 12:35:56
Please distribute this via Java Web Start (or even just a jar) so I can run it in Linux.

17  Games Center / Archived Projects / Re: Fraction Action on: 2003-01-07 20:23:31
I should mention that you can also play Fraction Action using Java Web Start:

Ah, good. That always works perfectly.
18  Games Center / Archived Projects / Re: Fraction Action on: 2003-01-07 20:21:43
Hmm, I use the extended template in production and haven't had any errors with any browsers. Though, I did just use the result as a template and modified it to suit the website. Perhaps I fixed the problem by mistake:-) Strange that I don't remember any problems with the original output though...

Oh well...
19  Java Game APIs & Engines / Java 3D / Re: To all LWJGL developpers on: 2003-01-07 19:32:36
I'm really looking forward to the port of the later tutorials - and
especially the later BSP/MD3 tutorials from
Please post as you get more working.
20  Games Center / Archived Projects / Re: Elite - Javanicus on: 2003-01-07 12:51:56
Heh, that brings back some good old memories.

BTW, good job using JavaWebStart - by far the best method of

21  Games Center / Archived Projects / Re: Fraction Action on: 2003-01-07 12:45:46
Java 1.4.1_01, Linux, konqueror browser (KDE).
I find if you use the extended(?) template with the Java plugin
converter it works fine with Konqueror. I'm curious if you used
the templates, and if you didn't use the extended one.
22  Games Center / Archived Projects / Re: Fraction Action on: 2003-01-05 13:43:31
It's broken for me.
Perhaps you didn't use the extended version of the plugin converter template?
Did you intend for this to only work on the Microsoft OS?
23  Java Game APIs & Engines / Java 3D / Re: Quake II/III can be done in Java on: 2003-01-03 20:58:54
One thing that has been poking at me since the start of this thread: why hasn't anyone done this using gl4java?

I can't comment on gl4java as it no longer works on any boxes (tried 4) I have. Newer NVDA drivers.

Perhaps people aren't aware of how good the LWJGL is, or that there is Java MD3 code available, or that it is relatively easy to port the OpenGL demos (BSP/PVS/MD3 Animation) demos to Java?

Maybe someone with some spare time just needs to add this code to the LWJGL? I noticed someone ported NeHe lesson 26 (I think) to Java (Gl4Java I think - tired.).

All I can do is mention this and hope it sparks some interest.

24  Java Game APIs & Engines / Java 3D / Re: Quake II/III can be done in Java on: 2003-01-03 18:47:33
I think I still have my neck:-)

Maybe some other things to consider:

Half-Life and Team-Fortress Classic were two of my favorite games, and continue to be unbelievably successful - and they use the old Quake II engine.

Unreal Tournament was (still is?) one successful game - yet the technology is only slightly (relative) better than Quake II. Counter-strike is a great example of a modification of an older engine that concentrated on game play (and wildly succeeded).

I mention this because perhaps if QuakeIII world/character/animation tools were available in Java you would see many Java 3D games that would grow to have many more gameplay elements developed much faster than was ever possible.

Also - to stick my neck out further - I believe Doom III is possible in Java with one caveat: The Java version would have access to the GeForce 4 hardware shadow support instead of doing it the hard way they currently seem to be doing it (creating new polygons for all of the shadows I think).

Though I think this level of technology isn't required - gameplay is more important. I think this more than anything is where Java will prove itself - by giving developers the ability to spend much more time to design and code new types of gameplay.

25  Java Game APIs & Engines / Java 3D / Quake II/III can be done in Java on: 2003-01-03 00:29:30
/me sticks his neck out and states thusly:

Maybe I'm all alone like a guy from Saskatchewan who's snowmobile ran out of gas, but...

I believe a game like QuakeIII would work fine in Java 1.4.1_01 running on top of the LWJGL on a GeForce2/1GHz box.

Here are some things going for this idea:
1. The MD3 code is available in Java, with animation examples available in C++ all over the net.
2. The BSP code is available in C++ OGL/SDL.
3. LWJGL provides a good framework to start with - full OpenGL with shader extensions (grass examples shows them working) - even OpenAL sound.
4. the AI code for the mobs in Quake II is between 10KB and 20KB per mob - straight C, no system/gui calls.

Quake III is getting what, 300fps on some systems? At the end of the day, I don't see Java being much slower than C++ (thanks to nio) at blasting ogl commands to the video card. Frustrum culling and PSV code would likely run at nearly the same speed too. I doubt the C AI code from Quake II (if anyone could make sense of it) would run much slower in Java. No garbage collection required...

So it would be easy to list all of the reasons doing the above would be hard. We should take those reasons and make a todo list out of them.

So what's the point? These tools already exist in C++. Glad you asked...

Imagine having Quake II/III "scenegraph" and model animation + sound capabilities in Java. I believe this would be the catalyst required to seriously move into Java for games. With the constant advance in CPU power I would see no reason to use C++ ever again.

I remember purchasing Quake the day it was released. I had a slow PC, (maybe 100MHz?) and cheap video card. Yet, it ran 20+ fps and provided true 3d maps for me to explore. I couldn't believe John Carmack (et. all) was actually able to make that work. The spark for me
was actually seeing it work.

I believe Quake II/III can be done in Java - mostly because of todays 3D cards and because of what I have seen Java do relative to C++. But I accept that most people would not - until they saw it work. It's only a matter of time until the pieces fall together...

I will check back to see how well my neck is doing :-)

26  Java Game APIs & Engines / Java 3D / Re: Sun's stance towards immediate mode? on: 2003-01-02 21:20:19
They may be just in the right place for you, but not for me. I'm interested in writing games in Java not C++. Or, did I miss your point? This is a Java Gaming forum... :-)
27  Java Game APIs & Engines / Java 3D / Re: Sun's stance towards immediate mode? on: 2003-01-02 12:51:49
Here's an idea:

1. modify the Java md3view program to use lwjgl. From this we
obtain an md3 loader package. Maintaining it will be made
relatively easy because of the md3view application (easy to
shake out the md3 loader features).

2. finish porting (to lwjgl) the NeHe examples and other OpenGL/SDL
examples for MD3 Animation, Quake III BSP level rendering,
frustrum culling, etc...

Sitting on the shoulders of QuakeIII models and levels allows Java
developers to fully participate in the enormous (and talented)
base of artists - and to some degree developers. Java game
developers would have access to a grand tool base for creating
and animating worlds and models.

What I think needs to be strongly stated is that I believe the lwjgl
is stable and ready to handle this. As proof, the lwjgl already
runs about 15 of the NeHe/OpenGL tutorial lessons perfectly.
The framework and sample code is there for anyone to simply
port the remaining (small) MD3 Animation and BSP tutorials
to Java/LWJGL.

Here is the first page.

Notice most of these are already ported to LWGJL!
Page 5 has the MD3/BSP code.

Just do it!

28  Games Center / Archived Projects / Re: Java Commander Keen clone on: 2003-01-01 16:22:24
I'm really impressed with what you have done so far and I look forward to the refactored version.
BTW, _great_ idea using Java Web Start. All Java applications should be distributed this way. Anything else is a pita :-)
29  Java Game APIs & Engines / Java 3D / Re: New Java3D Demos on: 2002-12-19 21:53:27
yaarq, and the chess demo work under Linux. The music works too.
It must have been me...

Anyway, great job! The chess and yaarq demos were both smooth as silk at about 50fps. With yaarq I was getting 50fps at 1600x1200 with a GeForce 2 in simulated full screen!

Note: I couldn't tell the difference between simulated full screen and real full screen. Good job.

FYI: With a GeForce2 all of the yaarq features were found. With a TNT2 the dot3 bump mapping wasn't there and the textures were black. With a 2D ATI using Mesa I received 0fps and a black screen LOL. (to be expected)

The chess demo only briefly shows the white pieces once and awhile - the rest of the time both sides are black. Really nice reflections.
30  Games Center / Archived Projects / Re: Trail Rider (trailblazer clone) on: 2002-12-19 17:15:07
I am using a browser: konqueror 3.1rc2.
(I wasn't the one that mentioned the appletviewer)

The thing about Konqueror is that it doesn't provide an earlier JVM. So when I run Java stuff it happily runs the applet using whatever JVM I choose (1.4.1_01 currently). While this works perfectly for most things some java compilers and some obfuscators create code that does not work with the 1.4.1 JVM from Sun.
Which compiler are you using? Obfuscator?

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