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Java Game APIs & Engines / JOGL Development / Re: Jogl in Applet - couple of issues
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on: 2007-05-08 10:27:51
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You're calling this function from within your GLEventListener's callbacks, correct?
Did you use the JOGLAppletLauncher and allow it to turn off the use of DirectDraw for applets?
Sorry, but I don't have any useful suggestions at this point beyond preparing a test case and filing a bug with NVidia or whoever the graphics card vendor is.
At first glance this crash looks like a bug in ATI's drivers. I would prepare a test case and file it with ATI.
In general I've found that on Windows computers especially in the context of applets it's best to back off to the minimal amount of functionality: on-screen heavyweight rendering (a GLCanvas), no OpenGL context sharing, and having fallback paths in your code to support OpenGL 1.1 in case you end up using Microsoft's software OpenGL implementation.
Hi, thanks for your reply. Yes we're calling the gl-function from within the GLEventListener-display method, and we're using JOGLAppletLauncher with -Dsun.java2d.noddraw=true set in the plugin parameter field. The strange thing is, on a different test computer here at the office with pretty much identical spec, same graphics card with the same drivers, the bug does not happen. We do have a fallback to software rendering with gl 1.1, which kicks in when the gl-function call fails, but in this case, when the canvas has been initialized "offscreen", all that gets rendered is a black applet-window. Software rendering works great otherwise and is how we worked around this issue: http://www.java-gaming.org/forums/index.php?topic=16324.0The second issue, the Opera crash only happens with ATI, but we get browser freezes on nvidia computers as well on occasion when using a GLJPanel.
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Java Game APIs & Engines / JOGL Development / Jogl in Applet - couple of issues
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on: 2007-05-07 18:15:36
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Hi, on some client computers, gl.isExtensionAvailable( "GL_VERSION_1_3" ); returns false when the applet and the GLCanvas is created outside the browsers viewport, i.e. when the user has scrolled down the page and the applet is created on the top of the page. If the applet is visible during the initialization, the method returns true. This happens on one test computer here at the office, tested with ie6 and firefox, java 1.5 and java1.6, GeForce 6600 LE latest drivers, but also on a few beta testers computers. If using GLJPanel instead of a GLCanvas, we have seen random browser freeze when the user is navigating from the page containing the applet. In Opera, if the computer has an ATI-graphics card, a hard crash happens every time the user navigates from the page and a hs_err_pid log file is created. I'm attaching the log-file. Any help is welcome 
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4
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Java Game APIs & Engines / JOGL Development / Re: JOGL Applet Launcher memory issues
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on: 2007-04-03 08:37:17
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Its definitely the -Xmx flag, tested on two different computers with intel graphics. Removing the flag results in hardware accelerated context.
If we were to write our own plugin, it would not be as extensive as suns, it would only be able to run our special java class, and nothing else. If it could solve the problem, it would be worth the development time. But if the problem is in the jvm.dll, I guess we would have the same issue anyway.
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Java Game APIs & Engines / JOGL Development / Re: JOGL Applet Launcher memory issues
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on: 2007-04-02 16:07:07
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Hi Ken,
thank you for your reply. Unfortunately a web start deployment strategy isn't suitable for our project, since we have to be embedded in a web page. We're trying to figure out possible work-arounds.
Is this bug only affecting jogl-applets or applets in general? Could we switch to D3D-rendering or software-rendering? Would it be possible to write our own java plugin to IE, i.e. an activex plugin using jni to get our java project running in a browser, or would we face the same bug?
Regards,
Johan Göransson Agency9
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Java Game APIs & Engines / JOGL Development / JOGL Applet Launcher memory issues
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on: 2007-03-27 10:04:14
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Hi,
we're using JOGL Applet Launcher to deploy an JOGL-project as an applet. Most clients have no problem running the applet, but some computers with Mobile Intel graphics cards especially have some problems in Internet Explorer when -Xmx is set. I tested the applet on an Mobile Intel 915/GMS, 910GML Express Chipset Family, with over 700 MB RAM, and had -Xmx128m specified. The result is that when creating a GLCanvas, we only get a software GDI canvas, and not an hardware accelerated canvas! This is only in Internet Explorer, the same settings works in Firefox and also stand alone on the desktop.
Is this an known issue?
Regards, Johan Göransson Agency9
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7
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Game Development / Game Mechanics / Re: JOODE -- java.net
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on: 2005-12-14 19:52:08
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It does look like I will be using JOODE for my PhD next year so I can assure everyone it will get some good long term development time from me.
Hi, Im just curious how you will use JOODE/ODE in you PhD studies? Whats the research topic/area?
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9
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Game Development / Game Mechanics / Re: Odejava - GeomRay
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on: 2005-11-27 19:58:23
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The point with ray - geom collision would be to implement ray cars for instance - shooting rays towards the static triangle mesh instead of using jointed spheres for wheels. Or, if a car has flipped over, you could shoot a ray from the car to detect where to drop the car again.
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10
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Game Development / Game Mechanics / Odejava - GeomRay
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on: 2005-11-18 16:38:31
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Hi,
has anyone got geomray to generate contacts with other (static) geoms? I got it working for geoms added to a body, but no contacts are generated for enviroment geoms.
EDIT: Well, think I found the reason. In nearCallBack in odejava.cpp: --- // ignore if both o1 and o2 are plain Geoms (not bodies) if (!b1 && !b2) return;
---
Work around? Should I try the tedious path of recompiling odejava.dll?
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14
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Game Development / Game Mechanics / Re: LCP, internal error,ODE in general driving M
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on: 2005-08-01 14:32:14
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The smart thing to do might be a java bind (jni) to Novodex, Havok or Meqon. Coding a physics engine is a major undertaking. Developing a bind to an existing also brings the benefit of being able to use their exporters and tools. ODE is a great physics engine, but since its not commercial it is not being developed as much as the commercial ones.
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Game Development / Game Mechanics / Re: (ODEJava) Ideas for car simulation?
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on: 2005-07-03 00:16:59
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I'm setting the desired velocity parameter on the hinge2 (2-axis) as well as max force on that axis. It's my understanding that ODE will accel up to that velocity using the max force, so its not like I'm manually setting the velocity of the wheel. I've so far used the default ERP (0.8?). I'm playing around with FDir and slip parameters, but I haven't really done anything useful yet.
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18
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Game Development / Game Mechanics / Re: (ODEJava) Ideas for car simulation?
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on: 2005-06-29 22:15:28
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well, I've modified the car example, but came across the "12.9. I've made a car, but the wheels don't stay on properly!"-problem as noted in the ODE-docs. The wheels are unstable at high speeds. I can't seem to solve this, using the method described in the docs. Anyone else had this problem?
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Game Development / Game Mechanics / Re: Showcase
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on: 2005-06-15 18:17:47
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Nice demos, actually, you used the same car model as I did when I modified the car example to try to get something moving.  Small world when it comes to free 3d models that are not completely crap 
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23
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Game Development / Game Mechanics / Showcase
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on: 2005-06-15 10:24:30
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Hi, I'm interested to know if any of you guys have anything cool to show, done with odejava or physics in general? Has anybody actually done something useful, like a game or application showing of a good use of physics, or is it just box stacking demos? 
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Game Development / Game Mechanics / (ODEJava) Ideas for car simulation?
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on: 2005-06-15 10:17:42
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Hi,
I'm about to try and create a car in ode with a good arcade feel to it, and I'm interested to hear if you guys have any good ideas. The goal is to create something with a nfs-underground feel, with suspension, gears and a handbrake.
What type of joints would you use, hinge2 with suspension or a slider joint with cfm and erp set or perhaps using raycasting? How about gears, using a AMotor or setting torques/velocities manually to the wheel bodies? Spheres for wheels or capped cylinders? A simple box for chassis, or multiple geoms?
I've looked at the car example, but it is quite limited I think.
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25
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Discussions / Miscellaneous Topics / Re: Episode III
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on: 2005-05-26 19:25:59
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I enjoyed ep3, as opposed to the previous 2 which I hated. The thing you've got to remember is, that Star Wars is intended for 12-year olds, which explains entities such as jar-jar and all the funny sounds coming from droids and creatures. Did the wookie actually do a Tarzan-sound when attacking the boat-thing? And I really liked the explosions, since I'm tweaking a particle system right now, trying to create a good looking explosion. I kept thinking, "how would I go about to create that explosion?" 
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Game Development / Game Mechanics / Re: [ODE] Huge slowdown with just few boxes
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on: 2005-05-26 09:07:42
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I'm not sure, but I dont think autodisable is implemented in odejava just yet. You could however implement a quick hack by checking if the linear and angular velocity of an object is below a certain limit and disable it yourself with Ode.dBodyDisable( bodyId ).
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Game Development / Game Mechanics / Re: [Odejava] Centre Of Gravity Prob
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on: 2005-04-18 14:11:34
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From the ODE-docs: "When assigning a mass to a rigid body, the center of mass must be (0,0,0) relative to the body's position. But in fact this limitation has been in ODE from the start, so we can now regard it as a ``feature''  " So.. I'm guessing, if its regarded as a feature its not likely to get fixed in the near future. But I'm also trying to build a car and it is difficult to get it stable since the CM is way to high. Placing the geomtry lower using a geomtransform is not a good solution, since the geoms are also used for collision testing and the actual 3D-model the geoms are representing, is placed higher. One solution would be to have a displaced geom representing the mass of the car, and another geom for collisiontesting which I would set the position and orientation according to the mass-geometry minus the displacement. But this feels like a bad solution  Any other ideas? Has anyone implemented a arcade-feel car using odejava? I'd like some examples other than the cars in the test-package.
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Add your game by posting it in the WIP section,
or publish it in Showcase.
The first screenshot will be displayed as a thumbnail.
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