Java-Gaming.org    
Featured games (79)
games approved by the League of Dukes
Games in Showcase (477)
Games in Android Showcase (109)
games submitted by our members
Games in WIP (537)
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] 2 3 ... 8
1  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-08-01 23:35:40
780 ti, i7 4770k, 8 GB of corsair vengeance DDR3, 150 GB SSD, 1 TB HD, Asus Z87 Pro Wifi AC motherboard, and an 850 watt PSU.

Ok, if you do it, you do it good.
That 850 Watt PSU is a lot though, even for your (overclocked) setup. Well, I guess it keeps the possibility to upgrade your desktop open when your PC becomes scrap over a few months when next gen Intel processors come out. Wink

Tore apart my computer, made a ton of upgrades.
Re-Installed Linux.

Tore apart my computer, made a ton of... dust disappear to live happily with his friends in the vacuum cleaner.

So you re-installed Linux? (sounds like an upgraded data storage Wink) Funny, I considered this picture quite matching, when I was searching for funny vacuum cleaner pictures out of boredom after writing this post:

2  Game Development / Newbie & Debugging Questions / Re: [LibGdx]PPM conversion Error on: 2014-07-30 22:30:41
Make it a float: float PPM = 6.0f;

An int won't work because if you do 5/6 it returns 0, like you do here:
1  
shape.setAsBox(5 / PPM, 5 / PPM);
3  Games Center / WIP games, tools & toy projects / Re: [Slick2d] Retro-Pixel Castles > Now on IndieDB! < on: 2014-07-28 09:37:56
Finally actually built a "real" lumber mill graphic, what do you think?



How about an upgradeable lumbermill/buildings, because they both are good Smiley

And about Riven's feedback, that's a great tactic. Exponentially growing wood as loot won't do though..
More like bombs (which can also exponentially get stronger Wink), a strong warrior or a super rare flying warrior called airplane/eagle (depends on your gamestyle) which you can get upward of wave 100. (Just throwing some ideas at you), since I felt really involved after reading the following quote Smiley

As for naming villagers, I was going to eventually allow you to rename them. But currently I was going to make up a pool of names that get randomly assigned to villagers based on people here on JGO, friends, and other people who contribute support to the game one way or another. Cheesy
Oeh, will I become a celebrity? You better call that super rare eagle after me Grin
4  Game Development / Networking & Multiplayer / Re: Converting from TCP to UDP - Threading Clients? on: 2014-07-26 21:26:28
Do I need to establish a specific port for the client to listen to the server?

The answer: No, you should not.

If the client doesn't receive any messages, it's because you are doing something wrong in the server or (probably) client, you are probably using more than one datagramsocket in your client? (which you should not)
5  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-25 19:49:54
Mind crushingly tedious in 30 degree heat with no air-con.
The wind blew your way a few days ago then, gheheh.

I teached my little nephew (11 yrs) HTML (yesterday evening and today), he understands the basics, head/body, and tags with properties, like <font>.
And... most importantly, I learned him how to Google!
6  Game Development / Networking & Multiplayer / Re: Converting from TCP to UDP - Threading Clients? on: 2014-07-25 17:26:59
As far as packet loss, I think I'd like to take a thwack at that myself before looking for help. Looks like it might be kinda fun Smiley

Haha, that's the spirit! And heck you will learn a lot thanks to that spirit Cheesy

And about the sending of packets, actually, in the same class, I had this function:

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
public void write(DatagramPacket dp, int pckg, String[] parts) {
      String msg = "" + pckg;
      for(int i = 0; i < parts.length; i++)
         msg += PackageHandler.separator + parts[i];
     
      msg += PackageHandler.endPackage;
      dp.setData(msg.getBytes());
     
      try {
         sender.send(dp);
      } catch (IOException e) {
         e.printStackTrace();
      }
   }


int pckg, tells the server/client what to do with this data:
  • a login
  • input
  • or whatever
7  Game Development / Networking & Multiplayer / Re: Converting from TCP to UDP - Threading Clients? on: 2014-07-25 12:23:48
Possible UDP setup?:

Client
 * Attempt to communicate with server. If successful...
   * Creates a thread to listen for messages from server.
   * Processes client input, sends messages from server, interprets server response.

Server
 * Create Main listen thread
   * Main Listen thread gets ALL messages from ALL clients. As soon as a message comes in, it determines which client it belongs to and hands the message off to a client-specific thread (or creates one if this is the client's first time connecting)
      * Client Listen thread processes the message and passes the response back to the client.
 * Processes server input, sends messages to client, interprets client messages.

This is exactly how you should do this, I see you have already digged into this stuff (which is why I reply).
You should ignore tkausl's suggestion because I see no reason why you shouldn't do this yourself, if you want to keep it fast and organized at least...

Here is how I did it in my previous game:
1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
23  
24  
25  
   public Runnable receiver = new Runnable(){
      byte[] receiveData = new byte[1024];
      int id = 0; // until we have connection to database use this temporary!!!!
     
      public void run(){
         while(running){
            total:
            try {
               DatagramPacket datagramPacket = new DatagramPacket(receiveData, receiveData.length);
               server.receive(datagramPacket);
               for(Client c : clients){
                  if(c.dp.getSocketAddress().equals(datagramPacket.getSocketAddress())){
                     c.handleMsg(datagramPacket.getData());
                     break total;
                  }
               }
               clients.add(new Client(datagramPacket, id++));
            } catch (Exception e) {
               e.printStackTrace();
            }
         }
         
         server.close();
      }
   };


I also have very nice code which handles the packet loss and eventual delivers them in order (and in incredibly quick Smiley ), if you would like to have them, you know where to find me.
8  Games Center / WIP games, tools & toy projects / Re: Age of Conquest IV - Risk-like Strategy Game on: 2014-07-22 19:10:13
I wonder about the water color however! I like the water color in C. What's your guys take?

So small difference, but A wins the price.

A looks the best indeed, but I think that is because the water is varied (it is not as plain as in B/C).
There are 2 colors mixing in A (which makes it different from the water in B), but its a little dark.
If you mix another (somewhat more blue/dark) color through C like you did in A, it may be looking great.
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-22 14:23:42
Wauw Kev, you did that in 30 minutes Shocked
I just got an inferiority complex persecutioncomplex

Anyway, this is how my game progressed, but I took some more time though: Tongue

<a href="http://www.youtube.com/v/3T-O65tgMRg?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/3T-O65tgMRg?version=3&amp;hl=en_US&amp;start=</a>
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-16 20:50:01
I wrote a small program which does raycasting through a 3D texture.

1. Find MRI image.
2. Split it up into individual frames.
3. Put frames in folder of program.
4. Profit, in the form of broccoli!

Wow, that's actually amazing! You should make this into actual software, companies could pay big bucks for a easy to use program like this Smiley

With companies, you mean: farmers, broccoli factories Roll Eyes (I wanted to say 'plants' Wink) and greengrocers? Grin
11  Games Center / Featured Games / Re: Daedalus on: 2014-07-15 11:35:21
Actually, (after a lot of testing) the float based crap killed it. At first it works fine, but sooner or later it got out of sync anyway (with multiple devices).
I did all kinds of NASTY tricks to avoid the float based crap, I only executed steps with a delta of 1/60 (this alone already counters the frame rate thing you spoke of) and I attempted to kill the float difference by multiplying velocities/positions by 1000, making an integer of them, and divide it by a thousand again, but even if I only used small forces (or do even more really nasty tricks like checking how big the velocity is, and based on that do some multiplying/dividing), it gets out of sync after a certain amount of collision happens.

I also wanted to keep track of the game with my server (kills etc.), so you need to simulate the game anyway. And I found out that just sending positions etc. eats less bandwidth (on both sides) than sending inputs does.
Its better to just send positions etc. from the simulating server to the client so you are 100% sure each client is synchronized. Another problem were joining players, I did send all input from the beginning of the game to the player, so the client could update the game to the current state, you probably can imagine how much that is if the game is already going on for 10 minutes ... (And then I haven't even spoken of simulating the 10 minutes)

It was just not worth it, so many nasty tricks, ugly code (and processor overheating Wink) to just get them synced on inputs, and it turned out to be worse for both sides.
It was an interesting time occupation though, I learned so much. Smiley
12  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-14 14:29:55
Maybe try to find ground line equation and discard all particles below ground (if this is possible in LibGDX)?

I was planning on tweaking the explosions later (after fixing the bug), it doesn't crash if I draw below ground (negative y).
I have the same problem where or when doesn't matter (I also drew it in mid-air).

EDIT: It had to do with some scaling, if I disable the scaling I do on the explosion, it works good (no hole).

EDIT 2: If anybody is interested in a proper scaling method:
1  
2  
3  
4  
5  
6  
7  
8  
9  
public void scaleParticleEffect(ParticleEffect effect, float scale){
      for(int i = 0; i < effect.getEmitters().size; i++){
          effect.getEmitters().get(i).getScale().setHigh(effect.getEmitters().get(i).getScale().getHighMin()*scale, effect.getEmitters().get(i).getScale().getHighMax()*scale);
          effect.getEmitters().get(i).getScale().setLow(effect.getEmitters().get(i).getScale().getLowMin()*scale, effect.getEmitters().get(i).getScale().getLowMax()*scale);
         
          effect.getEmitters().get(i).getVelocity().setHigh(effect.getEmitters().get(i).getVelocity().getHighMin()*scale, effect.getEmitters().get(i).getVelocity().getHighMax()*scale);
          effect.getEmitters().get(i).getVelocity().setLow(effect.getEmitters().get(i).getVelocity().getLowMin()*scale, effect.getEmitters().get(i).getVelocity().getLowMax()*scale);
      }
   }
13  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-14 14:15:23
Did I just find a bug? :S

First you see my explosion particle effect in the Particle Editor, the last part is the result in libGDX (my game).
Other particles work fine (as you can see).

http://i.imgur.com/uFeMSSn.gif
14  Games Center / WIP games, tools & toy projects / Re: Mortal Terminus on: 2014-07-12 23:16:15
I don't know how much this 'awesome view in a tall building' your plan was, but it looks really good (in the rave party)!
You made only an edge of the walls visible (probably on the occasion of KernelDeimos' suggestion), and that was good for your game (judging from the video's I saw at least)

Not planning on giving suggestions, it seems you redeem yourself without a problem. Cheesy
15  Discussions / Miscellaneous Topics / Re: [Girls] How to completely block them from our lives? on: 2014-07-12 22:24:24
This thread is horrible.
Anyways, just stop. Please.

Feel free to post stuff like this to 4chan, just do whatever you have to do to keep it away from JGO.

Less Program, More Inspiration.

Jev loves programming less, so Jev loves distractions, so Jev loves girls, so Jev hates this thread, Jev hates 4chan, Jev loves JGO, hate to the beloved should transform in hate to the hated, so this all makes sense.
16  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-11 22:59:27

Woaw, thanks for that link, my game idea really is pretty comparable.
Im playing it right now and its always nice to have something to get (don't read: steal Wink) ideas and inspiration from!

@kingroka
I will keep it in mind although I can't remember a thousand (upload) websites for every different thing (and my bookmark list is quite cluttered for that reason).
17  Discussions / Miscellaneous Topics / Re: What I did today on: 2014-07-11 22:36:46
Enjoying the rain :3 :



And spended the night learning all about animated gifs including the webbrowser limits regarding to animated gifs, and ofcourse internet explorer has the biggest limit (except opera, but that's not even worth mentioning) and learned that imgur gives this error:

Animated GIF is larger than 2MB. Make the image smaller and then try uploading again.

But tries to upload it three times over nonetheless (I think he expects the size to decrease gradually for some reason).
18  Games Center / WIP games, tools & toy projects / Re: [libGDX] Embersol Mercenaries - Online Shooter (Released!) on: 2014-07-11 00:23:53
I tried to download it from the play store, but it said: "This item is not available in your country." Undecided
19  Games Center / Contests / Re: Simple AI competition: Survival Game - Alienwar on: 2014-07-10 12:49:21
hahaaa, number 1 as usual (before I jump in), omegawolf Wink

Well, you know I like this kind of stuff, so I guess I leave my game in progress for one day and start moving.

See you at #2 Wink
20  Game Development / Newbie & Debugging Questions / Re: LibGDX box2dlight gives the wrong shadow offset on: 2014-07-08 18:42:19
And then I set a square polygon instead of a circle:

1  
2  
3  
4  
5  
6  
7  
8  
9  
      PolygonShape chain = new PolygonShape();
      Vector2[] v = new Vector2[4];
     
      v[0] = new Vector2(10f, 0f);
      v[1] = new Vector2(45f, 0f);
      v[2] = new Vector2(10f, 0f);
      v[3] = new Vector2(0f, 45f);
     
      chain.set(v);


I'm sorry, but this is not a square Wink

Try chain.setAsBox(w/2, h/2);
21  Game Development / Game Play & Game Design / Re: Upgrade Ideas on: 2014-07-03 18:06:29
Make an upgrade that gives you a bullet to blow up the processor/graphicscard so every object pulverizes.
Make an upgrade to transform the game into mario kart.
Make an upgrade that makes you drink beer so you have to go to toilet.
Make an upgrade that divides all your texture resolutions by two.
Make an upgrade that gives you the ability to manipulate electronic waves.
22  Game Development / Newbie & Debugging Questions / Re: How to delay somthing without stopping the gameloop? on: 2014-07-03 17:37:54
While what ipe says is right, I think your  "int timer" was just for test, I think you want 'real' time (like 10 seconds?).
In that case, what wessles suggests is right, but only if you use Java2D... (at least many libraries (like libgdx) don't support multithreading and so don't support the Timer class).

Well lucky you, you can easily make a timer yourself:

1  
2  
3  
4  
5  
6  
7  
long startMillisTime = System.currentMillis(); //do this whenever timer has to start
boolean timer = true;
// do this in your gameLoop:
if(timer && System.currentMillis()-startMillisTime >= 10000){ //10 seconds here
  handler.NextLevel();
   timer = false;
}
23  Games Center / WIP games, tools & toy projects / Re: Clash Tune on: 2014-07-03 14:02:09
First, really nice GUI and very cool graphics/surroundings.
The ingame GUI was a little bit confusing at first, but I found out that you need to press 'sandbox' to place stuff. I would prefer this at the bottom bar like in most games when you want to build buildings/players.

When I pressed on a building (tower/castle whatever), my screen turns black (when I pressed escape it came back though).
This was the exception I got in error.log:
1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
java.lang.ClassCastException: com.clashtune.engine.rendering.drawable.unit.units.DrawableUnitJump cannot be cast to com.clashtune.engine.rendering.drawable.unit.buildings.DrawableBuilding
   at com.clashtune.scenes.sandbox.layers.widgets.WidgetSandbox.act(WidgetSandbox.java:84)
   at com.badlogic.gdx.scenes.scene2d.Group.act(Group.java:48)
   at com.badlogic.gdx.scenes.scene2d.Group.act(Group.java:48)
   at com.badlogic.gdx.scenes.scene2d.Group.act(Group.java:48)
   at com.badlogic.gdx.scenes.scene2d.Group.act(Group.java:48)
   at com.badlogic.gdx.scenes.scene2d.Group.act(Group.java:48)
   at com.badlogic.gdx.scenes.scene2d.Group.act(Group.java:48)
   at com.clashtune.engine.InputLayer.act(InputLayer.java:33)
   at com.clashtune.scenes.battle.layer.BattleUILayer.act(BattleUILayer.java:145)
   at com.clashtune.scenes.sandbox.layers.SandboxUILayer.act(SandboxUILayer.java:48)
   at com.badlogic.gdx.scenes.scene2d.Group.act(Group.java:48)
   at com.badlogic.gdx.scenes.scene2d.Stage.act(Stage.java:151)
   at com.clashtune.engine.Director.update(Director.java:117)
   at com.clashtune.ClashTune.render(ClashTune.java:100)
   at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:212)
   at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114)


At least I suppose it has to do with this building thing (and not with the error when I placed a horse while moving the map so the program freezed, which I had only the first time), but that building problem remained and I didn't get that exception again.
When I press quit (in the game), the screen goes black and doesn't react to anything. error.log:
1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
java.lang.NullPointerException
   at com.clashtune.scenes.battle.layer.ui.BattleUI.update(BattleUI.java:180)
   at com.clashtune.scenes.battle.layer.BattleLayer.act(BattleLayer.java:404)
   at com.clashtune.scenes.mapeditor.layer.MapEditLayer.act(MapEditLayer.java:55)
   at com.clashtune.scenes.main.layer.WanderingUnitsLayer.act(WanderingUnitsLayer.java:51)
   at com.badlogic.gdx.scenes.scene2d.Group.act(Group.java:48)
   at com.badlogic.gdx.scenes.scene2d.Stage.act(Stage.java:151)
   at com.clashtune.engine.Director.update(Director.java:117)
   at com.clashtune.ClashTune.render(ClashTune.java:100)
   at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:212)
   at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114)

A graphical funny detail: the horses are a little bit small with respect to villagers (the buildings too).

But as already said, the art looks really awesome in my opinion and menu/game is really smooth (like when you place buildings on top of villagers etc.).
I hope you can do something with this feedback (that's where you posted this game for, right? Wink ).

Edit: I did get that first exception again, when I closed the game instead of pressing 'escape-quit' (which gave the second error).
24  Games Center / Featured Games / Re: Daedalus on: 2014-06-30 22:03:38
for the client-server, I don't send the inputs but directly the player positions. I was not able to do the input stuff as in CS for two main reasons:
- I can't rollback the physics simulation with box2d
- box2d is float based so even if I could rollback I'm never sure that the simulation done on the server would be the same as the one done on client side.

So basically I'm not sending inputs because I use box2d Smiley

This is really funny, I have been dedicating the past 3 weeks to synchronize all clients and it succeeded (with the super unfriendly (in respect of networking) library box2d).

  • Actually I was convinced that a rollback with the box2d (world-class) was impossible as well, I asked on multiple forums how to fix this, but nobody was able to give an answer that helped me, but I came up with another way to do it and it even worked.
  • Box2D is indeed float based Undecided, I have done a lot of tests, over the internet with friends, on desktops and mobile phones, and it was perfectly synchronized on all of them, I had to do a few tricks for that though, (even World.render(delta, velocityIterations, positionIterations), renders 2x a delta of 1.0f/60 else than 1x a 1.0f/30).

So basically the bullet will be fired on the same position as on the client, but is accelerated at the beginning to keep sync with the client.
- the clients fire the bullet, applying the same mechanism as the server.

Accelerating the bullet is indeed what you have to do all the time to keep the clients synchronized (I do that with everything). And you hit the nail on the head, the server shouldn't contain any game logic Tongue

It sends 60 updates per second to server (when needed) and the server sends all those updates to all clients, and it is working very fast, even on my 3/4-year-old single-core 600MHz (with super crappy network-card over wifi) HTC Wildfire S.

If you have any interest, you can get this code, a lot of people have been asking me about it, I don't know if I should release it as a (very easy-to-use) library yet (including some methods to roll-back/synchronize your World), but if you want to have it, just ask. If it can make the quality of your game better you have to give it at least a try. Smiley

Edit: I am probably a little bit too late with this to be helpful though Tongue (since your game is almost done)
25  Game Development / Game Mechanics / Re: Keyboard and Joystick/Xbox controller homogeneous keystrokes on: 2014-06-30 20:50:22
But there would be a conflict for people who want jumping to be the same key for the xbox controller, without checking for both.

Quite hard to understand, (it would be nice if you could be more explicitly) but I think you mean that people can set spacebar and R1 as jumping (for example).
Well that shouldn't be a problem since if you get input, you check if it is spacebar/R1 and if so, toggle the jumping boolean.

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
boolean jumping = false;
public void keyPressed(int keyCode){
   if(keyCode == spacebar)
      jumping = true;
}

public void controllerButtonPressed(int keyCode){
   if(keyCode == R1)
      jumping = true;
}


Just very simple but what I try to say is that if you use the same variables (like I did with jumping) you shouldn't have a problem.
26  Discussions / General Discussions / Re: Should a newbie game developer start with libgdx? on: 2014-06-30 19:58:35
Opinions are very different at this topic, I myself am very happy I programmed the first year Java2D only, it has given me very much understanding how everything works, gameloops, rendering etc., but it also gives you a nice understanding of Java itself.

I see people on this forum making threads how to spawn enemies etc. It's probably because of all those libraries kids think that you have to call an OpenGL method of some sort to spawn them. (Over-exaggerating, as always).
Here is an example (I just googled): http://stackoverflow.com/questions/23485190/java-2d-game-grid-movement

27  Game Development / Newbie & Debugging Questions / Re: Box2d and 2d tiled games on: 2014-06-30 10:21:02
Box2D is not that hard to learn, look through all the basic tutorials on iforce2d.net or/and watch these tutorials and you're good to go: https://www.youtube.com/watch?v=85A1w1iD2oA&list=PL-2t7SM0vDfdYJ5Pq9vxeivblbZuFvGJK

But for a tiled game like yours I wouldn't recommend box2d, collision detection is not that hard to make and lights aren't either, you will learn a lot if you code it yourself.
It will also be very annoying to use box2d in a (simple) game like yours, it will be very hard for you, harder than just coding some lights yourself. You have to adapt your whole coding style to box2d which is not easy. However, looking through these tutorials won't do you any harm, and you can after that still choose if you want to use box2d or not.
28  Games Center / WIP games, tools & toy projects / Re: Defend It! - prototype on: 2014-06-28 19:43:24
So, some kind of 3D tower defense? I like the idea, it has a lot of potential (I think).
But you are fine with 3D modelling I hope? It will be a lot of (art)work.
If you're not, I highly doubt you will be able to finish this project, but I wish you lots of fun Tongue
29  Game Development / Networking & Multiplayer / Re: Game server and database interactions on: 2014-06-27 13:36:42
You should load the player data (name etc.) in at the login and save/load when needed.
F.E. Don't continuously save your inventory into the database, but load it at the start of the game and save inventory into the database when the player disconnects.
30  Games Center / WIP games, tools & toy projects / Re: [Slick2d] Retro-Pixel Castles >>NEW MAP EDITOR BUILD: 6-22-2014!!<< on: 2014-06-25 21:17:56
Select tile by default: It does select one by default? Was it not selecting one for you?

It does, but there was no way too see which (and so if) one was selected (at least in the build I tried). And that's why he probably didn't know about a default selection.

No offense, but in my eyes you are avoiding a lot of possibilities because "I have to rewrite half ...".
But really, that's what programming is: write, rewrite and rewrite, serious, I am working for over two weeks on client/server which communicate via UDP, I have been actively working on it for around 20 hours, and do you want to know the difference in LOC? Zero. And its no fun either, no new tiles to get abused, no awesome blood-effects to show off, nor is there any NPC trading items with you.
Pages: [1] 2 3 ... 8
 

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

The first screenshot will be displayed as a thumbnail.

CogWheelz (17 views)
2014-08-01 22:53:16

CogWheelz (15 views)
2014-08-01 22:51:43

CopyableCougar4 (20 views)
2014-08-01 19:37:19

CogWheelz (19 views)
2014-07-30 21:08:39

Riven (27 views)
2014-07-29 18:09:19

Riven (16 views)
2014-07-29 18:08:52

Dwinin (14 views)
2014-07-29 10:59:34

E.R. Fleming (42 views)
2014-07-29 03:07:13

E.R. Fleming (13 views)
2014-07-29 03:06:25

pw (44 views)
2014-07-24 01:59:36
Resources for WIP games
by CogWheelz
2014-08-01 18:20:17

Resources for WIP games
by CogWheelz
2014-08-01 18:19:50

List of Learning Resources
by SilverTiger
2014-07-31 18:29:50

List of Learning Resources
by SilverTiger
2014-07-31 18:26:06

List of Learning Resources
by SilverTiger
2014-07-31 13:54:12

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
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!