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1  Discussions / Jobs and Resumes / [ITA] ClassX is looking for Java Coders on: 2012-10-12 16:18:55
ClassX is looking for Java Coders

take a look at www.classx.it, then

- if you live close to our HQ -> http://goo.gl/bqKwp
- if you like what we do
- if you feel you may be one of our team

Contact us at info@classx.it

Cheers,

Mik
2  Discussions / General Discussions / Re: AMD Open Sources Aparapi! on: 2011-12-01 17:41:45
Why don't you post the code here ?
3  Discussions / General Discussions / Re: AMD Open Sources Aparapi! on: 2011-12-01 15:27:13
If there a way to write a simple 3x3 or 5x5 convolution with Aparapi ?
4  Game Development / Performance Tuning / Re: The JIT learns by example, better teach it right! on: 2007-01-11 09:27:09
It seems to me somewhat curious that no "officials" posted a comment on all the nice stuff above.
It would be very nice to hear from them and get some good indications and hints.

Cheers,

Mik
5  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 1.0 Release Candidate 1 Released on: 2007-01-09 10:27:05
I've done a quick check. No problems here. PBuffers/contexts ok (win32).
Nice work indeed.

Mik
--
6  Java Game APIs & Engines / Java 2D / Re: Advanced compositing rules with hardware acceleration on: 2006-02-15 16:22:38
You should consider voting this RFE

http://bugs.sun.com/bugdatabase/view_bug.do?bug_id=5094232

Cheers,

Mik
7  Java Game APIs & Engines / Java 2D / Re: Bufferstrategy windowed mode and VSynch on: 2006-01-19 16:46:36
Quote
Right now? There isnt a way to do that.

Except going native, it seems Sad
8  Java Game APIs & Engines / Java 2D / Bufferstrategy windowed mode and VSynch on: 2006-01-19 15:06:18
Hello,

I read somewhere that the BufferStrategy is Vsynched in windowed mode, but only when the OpenGL pipeline is turned ON.
How do I get VSynched windowed BufferStrategy in default conditions ?

Mik
--
9  Java Game APIs & Engines / Java 2D / Attached windows on: 2005-12-12 16:02:57
On Swing/AWT, is it possible to create "attached windows" i.e. the WinAmp player/equalizer/playlist windows ?

Well, the docs don't say anything, so I don't think so.. But it could be a nice feature.
10  Java Game APIs & Engines / Java 2D / Re: RFE: push/pop Java2D graphics state - ACCEPTED on: 2005-11-18 14:44:39
Quote
..would be horrendously expensive..

Don't you agree that this is implementation dependent and not api-design dependent ?
11  Java Game APIs & Engines / Java 2D / Re: RFE: push/pop Java2D graphics state - ACCEPTED on: 2005-11-18 10:48:05
Good point indeed.  At least we all can live without push()/pop(), but..

Creating and destroying the Graphics does not come for free. This is expecially true for animation. push()/pop() is expensive too, but less.

Maybe push()/pop() and create()/dispose() could coexist. This would give developers the best from the two approaches.

Some benchmarks could outline the cost of create/destroy. In my experience I get remarkable speed gains when saving/restoring the current Color,transform instead of creating new Graphics objects in a paint loop.

Also, I can imagine that a call to dispose() would get rid of any unmatched push/pop calls.
12  Java Game APIs & Engines / Java 2D / RFE: push/pop Java2D graphics state - ACCEPTED on: 2005-11-15 10:09:33
Thank you for reporting this issue.

We have determined that this report is a new bug and entered the bug into our internal bug tracking system under Bug Id: 6350026.

1-2 days and it will appear.. then you may VOTE for it...

You can monitor this bug on the Java Bug Database at
http://bugs.sun.com/bugdatabase/view_bug.do?bug_id=6350026.

1. Voting for the bug
   Click http://bugs.sun.com/bugdatabase/addVote.do?bug_id=6350026

2. Adding the report to your Bug Watch list.
   You will receive an email notification when this bug is updated.
   Click http://bugs.sun.com/bugdatabase/addBugWatch.do?bug_id=6350026

Cheers!
Mik
13  Game Development / Performance Tuning / Re: Fast math api (including vectors) on: 2005-10-31 09:07:36
maybe http://www.gpgpu.org/ is what you're looking for.
14  Java Game APIs & Engines / Java 2D / Re: A scene based 2D graphics library for Java on: 2005-10-25 17:26:12
Nice work!
It works quite well with my P4 PCI-E GeForce 6600 GT.
Are you going to release the win32 src code too ?

Mik
15  Java Game APIs & Engines / Java 2D / Glyph metrics etc on: 2005-10-19 12:59:08
Hello,

I have some questions:

1) how to determine the max pixel with of the characters in a font ? Font.getMaxCharBounds() does not return correct values (expecially with some italic fonts). A silly workaround is to find the max size of the chars outlines bounds..

2) why drawString() gives so different visual results from drawing a glyphVector ?

Mik
16  Java Game APIs & Engines / Java 2D / Re: FBO accelerates translucent VolatileImages on: 2005-09-09 15:53:12
Chris,

reading the bug database comments and evaluations is really interesting.

I have a bit off topic Q about the OGL Java2D implementation: how did you emulate the Porter-Duff alpha compositing rules (SRC_OVER mainly) with an ARGB offscreen buffer (i.e. the FBO or the Pbuffer) ?

I have no problems if the dest pixels are opaque, but  I'm getting black artifacts when the blending takes place on fully translucent dest pixels. It seems that the dest RGB is taken into account when computing the blend result.
I did a lot of experiments and I ended up to find only a viable workaroud but nothing more.

Please read this post if you have time: http://192.18.37.44/forums/index.php?topic=8800.0

Cheers,

Mik
17  Java Game APIs & Engines / Java 2D / Re: FBO accelerates translucent VolatileImages on: 2005-09-08 19:29:16
And I knew you was the one behind it  Wink

I did some FBO experimenting by myself through LWJGL. Nice little thing! Too bad current drivers (NVidia) do not support stencils yet.

Testing ? Of course I'll do that !

Cheers.
18  Java Game APIs & Engines / Java 2D / FBO accelerates translucent VolatileImages on: 2005-09-08 12:39:17
http://bugs.sun.com/bugdatabase/view_bug.do?bug_id=5002129

Many thanks!
19  Java Game APIs & Engines / OpenGL Development / Re: OffScreen rendering with EXT_framebuffer_object on: 2005-08-30 09:31:14
A lot of work ahead!
Maybe I saw something of the Marathon Engine. Snapshots from a early stage game, if I remember. Impressive..

Best wishes for everything!
20  Java Game APIs & Engines / OpenGL Development / Re: OffScreen rendering with EXT_framebuffer_object on: 2005-08-29 17:59:34
What you are working on lately ?
21  Java Game APIs & Engines / OpenGL Development / Re: OffScreen rendering with EXT_framebuffer_object on: 2005-08-29 15:36:26
I've implemented Java2D Shape clipping in my SGL engine through stencil buffers. That's why I need stencils.
I hope to see FBO improvements/fixes very soon. By this time, LWJG Pbuffers work very well..

How can you be so well informed about the FBO status ? Have you got an account on developer.nvidia.com ?
22  Java Game APIs & Engines / OpenGL Development / Re: OffScreen rendering with EXT_framebuffer_object on: 2005-08-29 09:12:25
Many thanks Spasi. You saved me a lot of improductive testing.
FBO is indeed a nice feature but I suppose it's still too much early stage. I read somewhere that FBOs cannot be created when Anisotropic Filtering is on. Also NVIDIA says they will support anti-aliasing in FBO in future drivers, but they do not say anything about AF.

Cheers,

Mik
23  Java Game APIs & Engines / OpenGL Development / Re: OffScreen rendering with EXT_framebuffer_object on: 2005-08-27 14:59:33
Thanks for the code. I already did that (by reading the specs Tongue).
I also tried to create an 8 bit stencil buffer by implementing similar code but even if  it doesn't give any error, it does not work.
I've double checked the source and it seems to be ok.
First I created the color buffer and attached it, then the depth buffer and last the stencil. All attached to the same FBO.
24  Java Game APIs & Engines / OpenGL Development / Re: OffScreen rendering with EXT_framebuffer_object on: 2005-08-26 15:32:33
One question about the renderbuffer format: how can I specify stencil bits, depth, alpha bits, etc. ?
25  Java Game APIs & Engines / OpenGL Development / Re: OffScreen rendering with EXT_framebuffer_object on: 2005-08-26 09:10:39
At last I have the FBO working:

init
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EXTFramebufferObject.glGenFramebuffersEXT(fbIDbuf);
EXTFramebufferObject.glGenRenderbuffersEXT(rbIDbuf);

EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, fbIDbuf.get(0));
EXTFramebufferObject.glBindRenderbufferEXT(EXTFramebufferObject.GL_RENDERBUFFER_EXT, rbIDbuf.get(0));

EXTFramebufferObject.glRenderbufferStorageEXT(EXTFramebufferObject.GL_RENDERBUFFER_EXT, GL11.GL_RGBA, getPhysicalWidth(), getPhysicalHeight());
EXTFramebufferObject.glFramebufferRenderbufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, EXTFramebufferObject.GL_COLOR_ATTACHMENT0_EXT, EXTFramebufferObject.GL_RENDERBUFFER_EXT, rbIDbuf.get(0));


make current:
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EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, fbIDbuf.get(0));


dispose
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EXTFramebufferObject.glDeleteRenderbuffersEXT(rbIDbuf);
EXTFramebufferObject.glDeleteFramebuffersEXT(fbIDbuf);
         
EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, 0);
EXTFramebufferObject.glBindRenderbufferEXT(EXTFramebufferObject.GL_RENDERBUFFER_EXT, 0);


For a "windowless" application I have to create a shared PBuffer first.
The strange thing is that I get a 1280 error after disposing the FBO and making the shared PBuffer current.

From the performance point of view, I get 1:1 against the PBuffers version, but the API is much simpler.
26  Java Game APIs & Engines / OpenGL Development / Re: OffScreen rendering with EXT_framebuffer_object on: 2005-08-25 19:13:46
So you suggest me to read pixels from the texture using glGetTexImage() ? Do you know how it performs compared to glReadPixels() ?

The problem for me is a bit more complex: I use a hierarchy of classes that implement a gl graphics "context". The context is abstract but it defines concrete methods for reading pixels. These methods use glReadPixels(); Ok, I could solve this issue by re-working the classes..

Anyway, I still have initialization problems. I'll do further checks and test. Any help appreciated.
27  Java Game APIs & Engines / OpenGL Development / Re: OffScreen rendering with EXT_framebuffer_object on: 2005-08-25 15:45:24
What's unclear with the FBO is how to create it without a texture binding. I don't need to render-to-texture: I only need to create an FBO with an ARGB pixel format (so, binded to a framebufferobject).

A piece of sample code is worth a thousand posts, so don't be shy Wink

Mik
28  Java Game APIs & Engines / OpenGL Development / OffScreen rendering with EXT_framebuffer_object on: 2005-08-25 10:20:35
After having successfully used the PBuffers for offscreen rendering with LWJGL I would like to use the FrameBuffer Object for doing offscreen graphics.

The docs are unclear (at least for me) and I didn't manage to have something working.
My aim is not to use render-to-texture, but only allocate an FBO, bind it to a ARGB 32bit Render Buffer Object and then read the pixels back from it.

My init code:

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IntBuffer fbID = BufferUtils.createIntBuffer(1);
IntBuffer rbID = BufferUtils.createIntBuffer(1);

EXTFramebufferObject.glGenRenderbuffersEXT(rbID);
EXTFramebufferObject.glGenFramebuffersEXT(fbID);

EXTFramebufferObject.glRenderbufferStorageEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT,EXTBgra.GL_BGRA_EXT,getPhysicalWidth(), getPhysicalHeight());
EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT,fbID.get(0));
EXTFramebufferObject.glFramebufferRenderbufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, EXTFramebufferObject.GL_COLOR_ATTACHMENT0_EXT, EXTFramebufferObject.GL_RENDERBUFFER_EXT, fbID.get(0));
EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, fbID.get(0));

..
GL11.gl calls here.


checkError() signals an error when I call glRenderbufferStorageEXT().

What I'm missing ?

Help appreciated (Spasi, are you there ?).



29  Java Game APIs & Engines / OpenGL Development / Re: PbufferTest on: 2005-08-23 09:14:10
Can you post some sample code of your EXT_framebuffer_object LWJGL implementation ?
30  Java Game APIs & Engines / Java 2D / Re: RFE: push/pop Java2D graphics state on: 2005-07-23 15:59:18
The addition of the push/pop Graphics2D methods doesn't mean more complexity of the api. You could still use create/destroy. Code compatibility will be guaranteed anyway.

Far from forcing the re-implementation of Graphics2D as OpenGL-like state machine, the addition of the push/pop methods will enable a certain degree of optimization in the pipeline and will help us to keep code very clean, simple and fast.

Try to translate this pseudo code into current java2d code.

g2d.pushContext(AFFINETRANSFORM|CLIP|PAINT);  // save AFFINETRANSFORM, CLIP, PAINT
g2d.setTransform(newTransform)
g2d.blabla();
..
g2d.pushContext(FONT); // save current font
...
g2d.setFont(newfont)
g2d.drawString(....);
...
g2d.popContext(); // restore previous font
..
g2d.drawString(....);
..
g2d.popContext(); // restore previous AFFINETRANSFORM, CLIP, PAINT
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