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1  Discussions / Community & Volunteer Projects / Re: PROJECT PROPOSAL: jme-contrib on: 2006-03-31 03:04:35
Great idea kman!  Smiley
2  Java Game APIs & Engines / JOGL Development / Re: Problem with ATI Radeon 9200 on: 2006-03-16 02:33:11
Remove the version 1.1 from the Windows dir and install the latest ATI driver package for the card. I've got a 9200 and had the same problem... Wink
3  Java Game APIs & Engines / Tools Discussion / Re: Anyone using Blender now? on: 2006-03-07 15:02:53
I've been using Blender for awhile and once you get used to the work interface, it rocks! We're using Blender not only for our primary modeling tool, but also to compose and produce our cut scenes as well. I would suggest working through the video tutorials available on the site (not perfect, but will get you up and running) and using the wiki. There is much more info available now then there was a couple of versions ago... Smiley
4  Discussions / General Discussions / Re: "Project Darkstar" teaser site.... on: 2006-03-04 16:36:39
@ChrisM, no offense intended Chris. I thought the teaser was great and I'm sure the denizens of the Java Games Forums will all be in awe when Project DarkStar is unveiled...  Smiley Cool Smiley
5  Discussions / General Discussions / Re: "Project Darkstar" teaser site.... on: 2006-03-04 14:28:33
Well, it rates 100% on my hype-o-meter...  Wink
6  Discussions / General Discussions / Re: 3D Scenegraphs on: 2006-02-25 07:22:59
jME... I like where it's at now with it's functionality, future integration is planned with JOGL, (giving the choice of either LWJGL or JOGL for rendering), it's very actively developed and has a great users forum just like this one.  Smiley
7  Discussions / General Discussions / Re: Java versus C++ on: 2006-02-21 05:09:27
This is silly. The "language vs language" argument exists in virtually every programming forum I've ever seen. It's pointless because there is NO definative finalization of the basic tenents of the argument. Use what YOU want, for whatever reason YOU want. There are no clear cut winners or losers, every language has it's strengths and faults. It's a subject that has been beaten to death ad nauseum.  Roll Eyes

8  Discussions / Miscellaneous Topics / Re: A "forum usage" Q on: 2006-02-19 19:18:54
Thx oNyx! The header was closed and I never thought to look in there!  Roll Eyes
9  Discussions / Miscellaneous Topics / A "forum usage" Q on: 2006-02-19 16:55:48
Is there a simple way of seeing "new posts since your were last here"? I've read through everything in the "help" section for this forum software and it revealed nothing. It seems silly to have to negotiate every sub-forum just to read new posts. Thx.  Smiley
10  Games Center / Archived Projects / Re: Paradroidz - "new model army" on: 2006-02-17 01:48:48
Great fun and adds an interesting aspect to the game. I played the cr*p outta the original on the C64...  Smiley
11  Discussions / Miscellaneous Topics / Whatever happened to JavaOS? on: 2006-02-14 14:53:01
I remember reading about a purely Java OS enviroment a few years back (I think). Whatever happened to it? Anyone? Huh
12  Game Development / Newbie & Debugging Questions / JOGL vs JAVA3D question on: 2006-02-14 04:15:42
I'm moving from C/C++ to Java for a game programming project and I'm having a very hard time deciding on which Java/OGL binding to use. I read Jeff's most interesting FAQ and ran across this jewel:

Quote
Although it doesn't come up as much in games, it is also worth noting that Java3D can only render in "heavyweight" mode using AWT. That means that if you try to put a "lightweight" Swing component on top of the 3D, it won't work-- the 3D scene will overwrite the pixels. JOGL supports lightweight mode, so any scenegraph based on it should support lightweight or be easy to modify to do so. If you want a 3D scene in a "window" inside your game, perhaps for a multi-pane adventure game, Java3D is probably not for you.

This is an important item to me as I wish to render different "real time" camera views in an "instrument console". For instance, a targeting camera. So, if I'm reading this correctly, to achieve the effect I want, JAVA3D is definately out of the picture and I'll need to use JOGL and a scenegraph that support it?

Very noobish Q, but hey, gotta ask questions. Thx.
13  Java Game APIs & Engines / Xith3D Forums / Re: Xith3D mature? on: 2005-01-03 14:13:27
Thx for the candid answer Cas! Ok, so Xith3D is a potentially a good starting point, no better or worse than jME or Aviatrix3D scene graphs, if I'm willing to "fix it as I go" during development. Something to surely think about...

jj



14  Java Game APIs & Engines / Xith3D Forums / Xith3D mature? on: 2005-01-01 14:38:20
I've been lurking around the xith3d and lwjgl forums for a few months gathering information and I've got a question I'd like to ask.
I'm planning a "commercial quality" naval simulation and I'm torn between two different development routes, Java3D scenegraph and JOGL, or Xith3D and lwjgl. Both paths have good/bad points but I'd like to hear any comments or opinions Xith3D users/developers may have. Is xith3d mature enough to be used in a commercial grade simulation? Thx.  Smiley
15  Java Game APIs & Engines / Xith3D Forums / Re: Problem with CVS compile on XP on: 2004-05-30 17:51:09
Hi Yuri,
   Thanks for the help.I used the third-party lwjgl.jar file and the compile succeeded.  Smiley
16  Java Game APIs & Engines / Xith3D Forums / Problem with CVS compile on XP on: 2004-05-30 17:08:03
I've recently downloaded the CVS tree for xith3d and attempeted to compile it with ANT 1.6.1, jSDK 1.4.2_03 on my XP Pro box.
It seems to go well until I get 30 unresolved symbol errors, all dealing with the lwjgl libs.
I'm able to compile jme using the same libs without a problem. All necessary files are in the appropriate directories. As I'm migrating from C/C++ to Java, any help in getting xith3D to compile would be appreciated.

BTW, it there a list anywhere that shows what versions of what libs are currently being used? Thx.
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