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1  Java Game APIs & Engines / OpenGL Development / OpenGl bindings using GCJ on: 2005-01-27 20:43:43
I noticed this thread in the GCJ mailing list recently

http://gcc.gnu.org/ml/java/2005-01/msg00015.html

it shows how to get the SWT openGL bindings to work using GCJ. I would have thought that a similar approach would work with the LWJGL bindings as well. Sorry I havent got time to investiagate this myself, but I thought people might be interested.

2  Java Game APIs & Engines / Tools Discussion / Re: Is there a Java wrapper for Ogre? on: 2004-09-26 13:52:59
I did start work on porting Axiom to Java. Unfortunately I've now finished Uni and started work so my free time available for it has all but vanished. I never did get it into a working state, as there are lots of classes that need porting to get things up and running.
3  Game Development / Performance Tuning / Re: Alternatives for instanceof on: 2004-09-12 11:03:32
That the Visitor pattern isnt it?
4  Game Development / Shared Code / Re: JOGL .x loader on: 2004-09-04 15:25:15
Just a quick example of a different type of format for an X file to have. The difference is in how the Materials are referenced. Any suggestions on how to parse something like this welcome!

xof 0303txt 0032

Material LovelyGreenMaterial {
0.588235;0.850980;0.780392;1.000000;;
3.200000;
0.000000;0.000000;0.000000;;
0.000000;0.000000;0.000000;;
}

Frame Box01 {

FrameTransformMatrix {
 1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000;;
}

Mesh  {
 8;
 -25.000000;0.000000;-25.000000;,
 25.000000;0.000000;-25.000000;,
 -25.000000;0.000000;25.000000;,
 25.000000;0.000000;25.000000;,
 -25.000000;50.000000;-25.000000;,
 25.000000;50.000000;-25.000000;,
 -25.000000;50.000000;25.000000;,
 25.000000;50.000000;25.000000;;
 12;
 3;0,3,2;,
 3;3,0,1;,
 3;4,7,5;,
 3;7,4,6;,
 3;0,5,1;,
 3;5,0,4;,
 3;1,7,3;,
 3;7,1,5;,
 3;3,6,2;,
 3;6,3,7;,
 3;2,4,0;,
 3;4,2,6;;

 MeshMaterialList  {
  1;
  12;
  0,
  0,
  0,
  0,
  0,
  0,
  0,
  0,
  0,
  0,
  0,
  0;
  { LovelyGreenMaterial }
 }
}
}
5  Game Development / Newbie & Debugging Questions / Re: Dynamic Compiling on: 2004-08-30 16:54:33
IANAL, but I think tools.jar is covered under the same terms as a jvm, in that you have to distribute it unchanged and complete.

The alternative would be to use Jikes, which I think is quicker and a smaller download. Its C++ code though so you would need a different binary for each platform.
6  Game Development / Newbie & Debugging Questions / Re: Dynamic Compiling on: 2004-08-30 16:36:42
AFAIK, using the javac compiler like CaptainJester suggested only needs tools.jar to be available on the classpath. It isnt the most lightweight solution as its about 5Mb, but it zips down to just over 1Mb, and its as standard as you can get.

I hadnt heard of Janino before now though, looks like it could be worth a look.
7  Game Development / Shared Code / Re: JOGL .x loader on: 2004-08-29 11:59:40
The formatting is what has given me the most grief really. I have the models from the DX9 SDK download, and I have some models exported from 3d modeller. Its been quite hard to make them compatible. I havent got as far as considering animation. I did find the Irrlicht engine to be a useful reference for a way to write a loader.
8  Game Development / Shared Code / Re: JOGL .x loader on: 2004-08-28 21:26:16
You beat me to it. Been working on one of these myself. Will have to try yours in the morning (coz its getting a bit late now!)
9  Java Game APIs & Engines / Tools Discussion / Re: IDEs with precompiler (support) on: 2004-08-28 21:07:46
There are, of course, other paradigms of pre compiling other than the C++ type of text expansion macro. The Lisp type of macros are a very different kettle of fish, and are one of the reasons lisp seems to refuse to die. Something similar for java can be seen at http://jse.sourceforge.net/
10  Game Development / Game Play & Game Design / Re: Seperating R, LP, A and I on: 2004-08-21 21:40:43
On the rendering side, one approach is to have a Render Queue. Your loop is basically doLogic, then render(renderQueue).  As you are going through the game logic things can decide if thay are visible and place themselves on the queue.

When you  render, you can sort the objects by render state and transparency and call them back to render themselves.

Have a look at the architecture of Ogre for a good example of this.
11  Game Development / Game Mechanics / Re: Collision Detection Libraries on: 2004-07-30 17:21:08
Have a look at http://www.cs.ubc.ca/spider/lloyd/java/vclip.html.

Its a Java implementation of Mirtich's V-Clip algorithm that you've probably seen the C++ version of. Not sure how well it works though.

If you wanted to get into writing your own java collision detection routines then I have heard good things about  "Collision Detection in Interactive 3D Environments" which is by the guy who wrote SOLID.

Paul
12  Game Development / Newbie & Debugging Questions / Re: recursion and static methods on: 2004-06-12 07:50:49
It might be more efficient, but you have still only got a finite amount of stack space. (Tail recursion would be a good optimisation for the JVM to do here.)

Making it non static is not going to help any. You will want to use iteration instead.


13  Game Development / Performance Tuning / Re: How accurate is this ? on: 2004-06-10 21:21:41
ok so we all agree that micro benchmarks dont mean anything. BUT?, does anyone here really say that Java can compare to C++ when you want balls out pure performance code?
14  Discussions / General Discussions / Re: Java OpenML wrappers on: 2004-06-10 21:11:34
OpenGl was introduced in 1992 and we are getting standard wrappers in 2004/2005. I would have thought to have openML by Q2 2016. Hope that is soon enough for u ;-)
15  Java Game APIs & Engines / Tools Discussion / Re: Scripting languages on: 2004-06-08 20:49:46
Has anyone looked into SISC (http://sisc.sourceforge.net)or any other scheme or lisp impls for scripting? As it is so easy to dynamically compile and load Java anyway, I reckon this could be a good bet for a scripting language, as Scheme gives you a completely different approach.
16  Games Center / Archived Projects / Re: Hallucinogenesis alpha test on: 2004-05-29 17:45:15
Oh yeah, and should have said that apart from webstart not playing for me..

a) works fine on Duron 1300, Radeon 9600, w2k.
b) very smooth
c) uh-huh!



17  Games Center / Archived Projects / Re: Hallucinogenesis alpha test on: 2004-05-29 13:19:56
I had a problem with the mouse freezing on me as well, but I'm pretty sure my webstart install is borked.  (I cant just click on something, I have to copy and paste the jnlp address into webstart)  
18  Discussions / Miscellaneous Topics / dual core processors on: 2004-05-21 20:02:44
I've been seeing a lot the last couple of weeks about the next gen of processors from Intel and AMD being dual-core. Shouldnt this mean that GC problems become a thing of the past with a concurrent collector? Will this be the time hardware catches up with java?
19  Game Development / Newbie & Debugging Questions / Re: Scripting Languages? on: 2004-05-21 18:47:38
Quote
Everytime scripting comes up someone says this but I've yet to see an example of how to do it


http://java.sun.com/developer/JDCTechTips/2003/tt0722.html#2
20  Game Development / Newbie & Debugging Questions / Re: Scripting Languages? on: 2004-05-21 12:27:57
Java?
21  Game Development / Game Play & Game Design / Re: Dealing with Scene Changes(Intro->Menu-> on: 2004-05-21 12:26:55
The approach I'm trying at the moment (borrowed from Game Coding Complete) is to have an abstract Process class and a Kernel class. Processes are added to the Kernel which manages them, and ticks them every frame. State switching is done by a Process adding another Process, then killing itself. I have also set up some "next" type functionality, so that when a Process dies, it can kick off another process.

Oh, and the engine reads the name of the first process to start from a text file, so I shouldnt need to write much in the way of startup code again!
22  Java Game APIs & Engines / OpenGL Development / Re: Screen resoloution on: 2004-05-09 20:11:12
I had the same problem with UridiumGL when I tried it, and I aint got an LCD display. I have got a 9600XT card though, so could be a Radeon driver issue?
23  Game Development / Game Play & Game Design / Re: Smart resource system on: 2004-05-04 21:01:56
Isnt this something you would worry about with native bytebuffers? On the Java side the GC will look after all this for you whatever you try to do. If you allocate yourself a big direct bytebuffer, you could then look after it yourself, with the GC not being involved.
24  Discussions / Community & Volunteer Projects / Re: Open-Source Java RTS on: 2004-03-31 05:34:16
http://www.josrts.org
25  Game Development / Shared Code / Re: Common xml dialog format for RPGs ? on: 2004-03-26 23:42:20
OTTOMH, why are you thinking scripting language for pre conditions and exec. Why not make them class names that implement IPrecondition and IExec interfaces, with an optional "scriptname" part. It is then up to the application to decide how to process these. If you added an implementation, say JythonPreCondition, it would execute the jython script given in scriptname, to work out what to do.

(Apologies for the c++isms in the interface names, but it makes the idea clearer)

edit: must learn how to spell.
26  Discussions / General Discussions / Re: Faster, smaller, simpler: yours for $99 on: 2004-03-14 18:41:48
Yes, it is a biased comparison, but it would be on the D website wouldnt it. I just like the way it seems to have been designed, so that the language provides all the nice stuff from Java like GC, no header files, etc but doesnt stop you from getting your hands dirty when you decide to. Of course, the libraries that come with the language are a big win for Java over D.

(And Snow Patrol - is the rest of the album as good as Run? Very tempted by it.)
27  Discussions / General Discussions / Re: Faster, smaller, simpler: yours for $99 on: 2004-03-14 15:35:18
Has anyone on these boards had a look at D from digital-mars. http://www.digitalmars.com/d/

Not tried it yet myself, but I am tempted to have a paddle at least.
28  Game Development / Game Mechanics / Re: Shall we join effort and make ODE pure Java? on: 2004-03-11 11:30:34
No takers huh?   Wink
29  Game Development / Game Mechanics / Re: Shall we join effort and make ODE pure Java? on: 2004-02-22 09:29:09
I'm currently working on a rigid body sim for my final year project. It's basically an implementation of the material from the siggraph papers by Baraff et al. My tutor said it had to be in C++, but I would be more than happy to port it over to Java once I'm finished, around June. I really cant commit any time to a port at the moment.

If people wanted to start before then, I've got a stack of references to get them started on implementing a simulator from scratch.

30  Game Development / Game Mechanics / Re: Java the right language for a physics engine? on: 2004-02-19 19:43:45
Go for it. My final year project at uni is a rigid body simulator that my tutor insisted had to be in C++  Shocked I've found it very useful to work through some of the algorithms and techniques first in java, because I feel more comfortable writing java than c++. Once you know how to do it, you can write it in any language.

And if you want to be sure that  the drawing isnt slowing your drawing down, then learn opengl using (LWJGL/JOGL/insert Java opengl rendering API of choice here). It's really not that hard to work out how to draw primitive shapes, like boxes, spheres, etc, which is what you will probably be starting out with.

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