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1  Game Development / Newbie & Debugging Questions / Re: Sending data with ServerSocket on: 2014-07-31 05:36:59
it seems your client (or server) are shutting down immediately, but with flush it should as good as with close.

I don't understand, I have tested with both flush and/or close, but either I get "data 1", or I get nothing.
2  Game Development / Newbie & Debugging Questions / Re: Sending data with ServerSocket on: 2014-07-31 04:55:46
Well, you dont need to close it?!

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OutputStream out = socket.getOutputStream();
            out.write(message.getBytes());
            out.close();


Just open the outputStream after the initialisation of the connection and keep it open. If your Client got no data, try to flush() after writing.

Sadly that doesn't work, here is the results.

with close()
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Server: Running
Client: attempt to connect
Client: Data 1
java.net.SocketException: Socket is closed
   at java.net.Socket.getOutputStream(Socket.java:943)
   at Pokemon.Server.Server.sendMessage(Server.java:60)
   at Pokemon.Server.Server.sendMessage(Server.java:70)
   at Pokemon.Game.Test.main(Test.java:26)
BUILD SUCCESSFUL (total time: 1 second)


with Flush()
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Server: Running
Client: attempt to connect
BUILD SUCCESSFUL (total time: 1 second)


As you can see, only when I close do the client receive the message, and  it only receive the first one.
3  Game Development / Newbie & Debugging Questions / Sending data with ServerSocket on: 2014-07-31 04:42:46
So I have began with doing a turn based rpg game, which going to have multiplayer, but I have run into a problem. I don't know how to send data to a socket without closing it, sure I could make the clients re-connect to the ServerSocket to receive new data, but that seems wrong to me, or is it?

Some code I tested with
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public void sendMessage(Socket socket, String message){
        try{
            OutputStream out = socket.getOutputStream();
            out.write(message.getBytes());
            out.close();
        }catch(IOException e){
            e.printStackTrace();
        }
    }
   
    public void sendMessage(String message){
        for(Socket s : players)
            sendMessage(s, message);
    }


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public class Test {    
    public static void main(String[] args) throws Exception{
        Server server =  new Server(1233);;
        Client client = new Client("127.0.0.1", 1233);
       
        server.sendMessage("Data 1");
        server.sendMessage("Data 2");
       
        Thread.sleep(1000);
        System.exit(0);
    }
}
4  Discussions / Miscellaneous Topics / Re: Can I use the word "perk" in my game? on: 2014-06-01 21:32:02
*facepalm* I think I have been trying to find an unnecessary fancy word
5  Discussions / Miscellaneous Topics / Can I use the word "perk" in my game? on: 2014-06-01 21:07:42
I'm making a game where at the start the player have taken a potion which is still in the experimental stage, which is a part of the level up mechanic. When a player level up they can spend one point in the potion's tree to unlock a side effect. I have been thinking of calling them perks, but the thing is not everything in that tree is good, so I'm not sure perk suits those negative effects.
6  Discussions / Miscellaneous Topics / Re: [html/php] Create anything from the a character creation page on: 2014-05-28 11:45:30
Sorry Sad
7  Discussions / Miscellaneous Topics / [html/php] Create anything from the a character creation page on: 2014-05-28 11:36:36
I'm posting this here since it's not about java. I'm currently working on remaking a website I made 5 years ago, while I had a backup on the site I hadn't a backup on the database, so I have lost everything. Anyway, what I wanted for the game is that the player could be literally anything. Since it was text based I didn't need to worry about sprites or animations.

I turned off the online check for the character creation page so people can access it without needing to create an account. http://213.65.196.41/Creature_Controller/user/create_charater.php how it works it simple, to create a farity I could take; Humanoid, Tiny, then magic and flying, or if I want to be a dragon I could take; Beast, big, then flying, tough, and strong.

The problem I have is comming up with perks, and more things that a character could be classified as, and was hoping people could help me.
8  Discussions / General Discussions / Re: [Non-game] Some questions about making a program on: 2014-05-19 20:56:00
Thanks, that was the answer it was looking for.
9  Discussions / General Discussions / Re: [Non-game] Some questions about making a program on: 2014-05-19 20:50:37
So I just need to use System.out.print to pass the string into a variable in php?
10  Discussions / General Discussions / Re: [Non-game] Some questions about making a program on: 2014-05-19 20:08:05
It took some time, but I have now made the program use TimerTask and Timer when it needs to execute something with a delay, and it's regular check up with the website. I still uses repaint in the paintComponent, I could possibly move it to a TimerTask and use "scheduleAtFixedRate" every 1000 ms (the window have a clock that need to update each second.)

But I have encountered one other problem, the java program encrypts some data before it send it to the server. But now the website need to do that too. So I wonder can I pass some arguments into a jar, and get a string out directly? or do I need to make the jar save the result into a file which it put into a temp folder, which the website can read?
11  Discussions / General Discussions / Re: [Non-game] Some questions about making a program on: 2014-05-18 22:26:47
From what I know repaint just schedules the next time the program need to render again, and without repaint everything just render once. But I will take your advice about sleep, since that  was what I was thinking of doing, just wanted to check if it was the right way.
12  Discussions / General Discussions / [Non-game] Some questions about making a program on: 2014-05-18 22:12:39
I have been tasked to make a check in/out program for my job. While I have worked with games before, I have never really done just a simple program, and I'm sure I have made a couple of mistakes.

First of all, I believe what I'm using is called passive rendering. The program doesn't use any keyboard, or mouse input. So I decided to make it look nice with a full screen window, that have a background and a good looking list of all the employees that have checked in. (We use a card scanner to check in/out)

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@Override
    public void paintComponent(Graphics g){
        super.paintComponent(g);
        Graphics2D g2 = (Graphics2D)g;
        //Rendering code
       repaint();
    }


But then I come to the thing I'm most questionable about, I have used a game loop to check in with a "in house" website now and then, to collect information. I have been thinking of adding a sleep, yield, or another kind of timer function.

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public void processing(){
        while(isRunning){
            long now = System.currentTimeMillis();
            if(now-lastHttpCheck > getSoftwareRefreshRate()){
                lastHttpCheck = now;
                //Resive information from a in house apache server
           }
        }
    }
13  Java Game APIs & Engines / Engines, Libraries and Tools / Re: rendering problem on: 2014-05-08 23:54:13
Since no one have protested against this, I take this is an okay idea. I really did one change, I made "LevelComponent" into an interface.

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public interface RenderComponent {
    public void render(Graphics2D g2, int offsetX, int offsetY, int offsetZ);
    public int getRenderPriority();
}


This is what the rendering method ended up looking like.
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public void render(Graphics2D g2, int offsetX, int offsetY, int offsetZ){
        //Sort everything that is going to get rendered
       render.sort((w1, w2) -> {
            int renderScore1 = w1.get() != null ? ((RenderComponent)w1.get()).getRenderPriority() : -1;
            int renderScore2 = w2.get() != null ? ((RenderComponent)w2.get()).getRenderPriority() : -1;
            return renderScore2 - renderScore1;
        });
       
        //Check everything that's going to get rendered, and remove garbage data.
       for(int i=0; i<render.size(); i++){
            RenderComponent r = render.get(i).get();
            if(r == null){
                render.remove(i); i--;
                continue;
            }
           
            //Render
           r.render(g2, offsetX, offsetY, offsetZ);
        }
    }
14  Java Game APIs & Engines / Engines, Libraries and Tools / Re: rendering problem on: 2014-05-08 20:32:56
Because the Tiles and Entities will end up overlapping each other. Like if I render the entities first, and then the tiles all entities will be under the level, and if I do it in the reverse order all entities wouldn't be able to be behind terrain.

I use WeakReferences so I don't need to check in the rendering if the tile or entity exists, because then the garbage collector will take care of that.
15  Java Game APIs & Engines / Engines, Libraries and Tools / rendering problem on: 2014-05-08 20:11:10
So I'm making a 2D sprite based isometric game in java without any libraries. It go well so far but I have encountered a problem with my rendering. My levels consist of a 3D array of a abstract class called Tile, but now I want to be able to render entities on the map too. So what would be a good way of doing that? Since the Entity class is in a ArrayList i can't simply loop through it. I have been thinking of having an ArrayList that consists of WeakReferences to a class called LevelComponent that only contains x, y, z, and sprite. While the update method loops through the Tile, and Entity class respectively

Here is some made up code on how I thinking of doing it.
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public class Map{
   List<WeakReference<Entity>> render = new ArrayList<>();

   public void update(float alpha){
      for(int i=0; i<entities.size(); i++){
         Entity e = entities.get(i);
         if(e.isDead()){
            entities.remove(i); i--;
            continue;
         }
         
         e.update(alpha);
      }
     
      for(int x=0; x<SIZE_WIDTH; x++)
         for(int y=0; y<SIZE_HEIGHT; y++)
            for(int z=0; z<SIZE_TOP; z++)
               if(t != null)
                  t.update(alpha);
                 
   }

   public void render(Graphics2D g2, int offetX, int offsetY){
      for(int i=0; i<levelComp.size(); i++){
         LevelComponent l = levelComp.get(i).get();
         if(l == null){
            levelComp.remove(i); i--;
            continue;
         }
         
         l.render(g2, offetX, offetY);
      }
   }
}


Is there a better way I don't see?
16  Game Development / Newbie & Debugging Questions / Re: Problem with IllegalAccessException on: 2014-04-29 23:57:57
I finally manage to solve the issue, I just added m.setAccessible(true); to the function

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protected void runMethod(String method, Class argumentClass, Object... object){
        if(!isEnabled())
            return;
        try{
            for(VillageListener l : listeners){
                if(l == null)
                    continue;
                Method m = argumentClass != null ? l.getClass().getMethod(method, argumentClass) : l.getClass().getMethod(method);
                m.setAccessible(true);
                if(m.isAnnotationPresent(VillageEvent.class))
                    m.invoke(l, object);
            }
        }catch(NoSuchMethodException | NoClassDefFoundError e){
            //These aren't important as long as they don't cause significant performance issues.
       }catch(SecurityException | IllegalAccessException | IllegalArgumentException | InvocationTargetException e){
            e.printStackTrace();
            enable = false;
        }
    }
17  Game Development / Newbie & Debugging Questions / Problem with IllegalAccessException on: 2014-04-29 17:57:13
So I'm working on making a game with plugin support, and today I encountered a problem. The game uses two .jar file, VillagePlus.jar which is the game it self, while VillageContent.jar is the plugin I'm testing on.

This is the message I get when I try to run one of my test plugins
Quote
java.lang.IllegalAccessException: Class Village.Plugin can not access a member of class villagecontent.VillageContent$1 with modifiers "public"
   at sun.reflect.Reflection.ensureMemberAccess(Reflection.java:101)
   at java.lang.reflect.AccessibleObject.slowCheckMemberAccess(AccessibleObject.java:295)
   at java.lang.reflect.AccessibleObject.checkAccess(AccessibleObject.java:287)
   at java.lang.reflect.Method.invoke(Method.java:476)
   at Village.Plugin.runMethod(Plugin.java:150)
   at Village.Screen.lambda$render$5(Screen.java:118)
   at Village.Screen$$Lambda$12/286652023.accept(Unknown Source)
   at java.util.ArrayList$ArrayListSpliterator.forEachRemaining(ArrayList.java:1359)
   at java.util.stream.ReferencePipeline$Head.forEach(ReferencePipeline.java:580)
   at Village.Screen.render(Screen.java:118)
   at Yemto.screen.ScreenFragment.render(ScreenFragment.java:123)
   at Village.Game.render(Game.java:190)
   at Village.Game.run(Game.java:160)
   at java.lang.Thread.run(Thread.java:745)

Here is the plugin
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package villagecontent;

import Village.Game;
import Village.Plugins.*;
import Village.Plugins.TriggerEvent.RenderEvent;
import java.awt.*;

public class VillageContent implements VillagePlugin, VillageListener {
   
    @Override
    public void onEnable(){
       Game.registerListener(new VillageListener(){
           @VillageEvent
            public void onRenderEvent(RenderEvent event){
                Graphics2D g2 = event.getGraphics2D();
                g2.setColor(Color.WHITE);
                g2.drawString("Testing mod", 700, 700);
            }
       }, this);
    }

    @Override
    public void onDisable() {
       
    }
}


This is just a simple method to save the Listener into a HashSet inside the plugin object.
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public static void registerListener(VillageListener listener, VillagePlugin plugin){
        Game.plugins.stream().filter(p -> p.getMain().equals(plugin)).forEach(p -> p.addListener(listener));
    }


My run method method
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protected void runMethod(String method, Class argumentClass, Object... object){
        if(!isEnabled())
            return;
        try{
            for(VillageListener l : listeners){
                if(l == null)
                    continue;
                Method m = argumentClass != null ? l.getClass().getMethod(method, argumentClass) : l.getClass().getMethod(method);
                if(m.isAnnotationPresent(VillageEvent.class)){
                    m.invoke(l, object);
                }
            }
        }catch(NoSuchMethodException | NoClassDefFoundError e){
            //These aren't important as long as they don't cause significant performance issues.
       }catch(SecurityException | IllegalAccessException | IllegalArgumentException | InvocationTargetException e){
            e.printStackTrace();
            enable = false;
        }
    }


I have no real idea what to do, the only thing I can think of is I somehow need to load the villagecontent.VillageContent$1 into the game.
18  Game Development / Newbie & Debugging Questions / Re: Raw material in a game on: 2014-04-23 08:52:52
I'm not looking to make it very easy to mod, I have made plugins with bukkit and plan on going about it the same way, since it makes most sense to me. That is to make a mod/plugin the modder adds the game .jar file into the project and then can use event classes and methods to add, remove, change content in the game. Then after compile the mod it's just to put it in the games plugin/mod folder.
19  Game Development / Newbie & Debugging Questions / Re: Raw material in a game on: 2014-04-22 22:31:58
You have the right idea in that most everything is specified as data, although your material class should not be abstract. How you structure it depends on how materials are used in your game. For instance if you have a set of materials that can be used to build walls and a set of precious metal materials (gold, gems, etc) that are defined by their value. In that case you may have two classes, BuildableMaterial and ValuableMaterial.

So far I just focus on the material that's is used to craft walls and items. My idea with abstract was to use something like new Wood() which extends the material class, but I should just use new Material("Wood",Texture.get("wood.png")); instead?

Also so far I use the name of the material to get it, like Material.get("wood"); and if wood don't exists it just return null.
20  Game Development / Newbie & Debugging Questions / Re: Raw material in a game on: 2014-04-22 21:28:01
You probably shouldn't have amount in there. Rather manage that in some other class like InventoryManager or something like that.
I would not worry about "mod support" right now, and just get the basis for the game finished. Then you can implement that kind of stuff.

Thanks, I'll take the amount out, since you are right. It makes more sense to have it elsewhere.

I'm not going to go fully on mod support right now, but I want to build it so it's easier to implement. If I hard code the material in a enums it will be difficult to add more materials, and would require recoding.
21  Game Development / Newbie & Debugging Questions / Raw material in a game on: 2014-04-22 21:01:49
So I'm working in a game that I want to add mod support into, and have a question. How should I go about making raw material in the game? So far I have been thinking of having a abstract class called "material" which look something like this.

Quote
public abstract class Material {
    private int amount = 1;
    private final String name;
    private BufferedImage icon;

    public Material(String name, BufferedImage icon){
        this.name = name;
        this.icon = icon;
    }
   
    public Material(String name, BufferedImage icon, int amount){
        this.name = name;
        this.icon = icon;
        this.amount = amount;
    }
   
    public String getName(){
        return name;
    }
   
    public BufferedImage getIcon(){
        return icon;
    }
   
    public int getAmount(){
        return amount;
    }
   
    public void setAmount(int i){
        amount = i;
    }
}

The point of this class is to be able to easily create new raw material, and add it into the game. But I'm sure this is not the best way to go about it, normally I would just a enum to make all the material, but since I want to have mod support inform of adding .jar file into a mod folder that's not really an option since from what I know I can't add things into a enum without changing the source code.
22  Java Game APIs & Engines / Engines, Libraries and Tools / Re: How do I use a Matrix4f as a camera? on: 2014-02-19 09:20:17
I don't mind doing things myself, It's just when I don't find any tutorials that explain things clearly for me.

With that code you gave me nothing happens, and with the code I got from the tutorials, nothing happens. I can move the test cube I have with the cubeLocation variable. But not the camera itself.

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while(!Display.isCloseRequested()){
            inputUpdate();
           
            view.setIdentity();
            Matrix4f.translate(location, view, view);
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

            glPushMatrix();
                glTranslatef(cubeLocation.x, cubeLocation.y, cubeLocation.z);
                glBegin(GL_QUADS);
                    /* Lots of glVertex3f calls */
                glEnd();
            glPopMatrix();
           
            System.out.println(location);
            Display.update();
        }
       
        Display.destroy();
    }


I tried with and without glLoadIdentity() but again, whatever I do I cant back away from the cube.

EDIT: I when I tested you code I replaced Matrix4f.translate(location, view, view); with
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view.m03 = location.x;
view.m13 = location.y;
view.m23 = location.z;
23  Java Game APIs & Engines / Engines, Libraries and Tools / How do I use a Matrix4f as a camera? on: 2014-02-19 08:21:50
I have just began with LWJGL and have ended up with a problem, I can't get a Matrix4f camera to work, no matter what I'm using. All the tutorials I have seen have loads of other codes with shaders, and calculations for FPS movement, which confuses me. I just want a simple camera that I can move in X, Y, and Z.
24  Game Development / Newbie & Debugging Questions / Re: Vector3f or three floats variables on: 2014-02-17 06:27:12
First i'll just quickly mention that some of the functions you are using are sorta outdated, your just learning tho, so its not a big deal.

Anyway, Matrices are simply a mathematical tool to move points in a certain way. You can think of it this way. You can store rotations and/or translations inside of Matrices. Now Im not sure if you use shaders, but if you do this will be more obvious if you don't ill explain anyway.

A point is multiplied by (usually) multiple matrices in openGL to transform the point. For example a couple of matrix multiplications can turn a random point in 3D/2D space, to a point relative to your camera, to a point taking into account perspective (like changing the point to how it would look like out of a camera lens), and eventually to a point relative to your screen.


[edit: fixed typos]

Thanks, I haven't looked into shaders yet, so far I have trying to get the cameras working, and objects rotating the way I want.

I have seen camera objects in a tutorial ( http://www.java-gaming.org/index.php?topic=30871.0 ) that uses two Matrix4f objects named "projection", and "view". I would have followed that tutorial if It didn't had used the m variables inside the Matrix4f object, m00, m11, m22, m23, m32, m33 makes no sense to me, and I felt like just copy and paste the code wouldn't do me any good.

EDIT: Anyway, I think I'll read up on matrix later, and uses Vector3f for my camera/objects while i learning matrixes.
25  Game Development / Newbie & Debugging Questions / Re: Vector3f or three floats variables on: 2014-02-17 05:59:08
Thanks, and since my question have been answered I'm going to go a bit off topic.

I haven't gotten my head around matrixes yet. So far I just see them as a space in a 2D or 3D environment telling objects inside that environment to render inside the matrixes buffer. I use gluPerspective for my cameras, and glOrtho for the hud. I have used glGetFloat on them so I can use glLoadMatrix to switch between them when I want.
26  Game Development / Newbie & Debugging Questions / Vector3f or three floats variables on: 2014-02-17 05:03:49
I have just began with 3D in java, using LWJGL. I have so far manage to create a camera, and some objects. But after looking around on the internet I noticed that some people uses codes like this

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private Vector3f location = new Vector3f(0, 0, 0);
private Vector3f rotation = new Vector3f(0, 0, 0);


and

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private float x, y, z;
private float rx, ry, tz;


Is it just a preference thing? whats the advantages, and disadvantages? I personally like the Vector3f method, since then I can use a method that returns the vector and use the variables x y and z instead of using get and set methods. It also allows me to use .set for things like projectiles, and to put the camera where I want it to be.
27  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Start with 3D on: 2014-02-13 13:07:02
Are you thinking of PC's having two or more monitors installed or what? Games usually won't have more than one window. That only window is used to render the game on. In games, some tutorials mention "Screen" as a different term. There, a "Screen" is a stage, or level, or the state of the game. There will be Menu screen, Intro screen, Game screen, Titles screen and more screens, but there will be only one window all the time. There are also a single screen at a time, which is called the "Active Screen". That active screen is displayed on the only window of the game.

Thanks, I'm very well aware of that. My own personal computer have a dual monitor setup, ( http://fav.me/d4ilb43 ) and I want to create games that supports that. It's not a question about getting UI elements to fit in the screen, or what games usually do. It's about creating games I want to play, and if I have to go out of the norm, then so be it. But since you can't answer my question I guess I have to test it out myself.
28  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Start with 3D on: 2014-02-13 12:13:06
So I tested LWJGL, and remember exactly why I hated it. I won't go into detail, for it will just turn into a rant. But if I made a screen object, and write all GL functions in there, they wouldn't mess with each other, right?

I didn't really get your thought..
Just wanted to mention something. You talk as if Display is a bad class. In CPP you need to make the window yourself, which is a lot of tedious work. You should be happy that someone else made it so easy to make a window and start rendering right away. It literally takes few lines of code to get something onto the screen..

One of the main reasons I learned Java instead of C++. I guess I'm going to like it once I understand it. For right now it doesn't make much sense to me.

I mean like this, If I make a class called screen, and write all the GL code there, like the rendering, and display stuff. Will it work, or will it be issues when two of the screen objects tries to render at the same time?
29  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Start with 3D on: 2014-02-13 11:57:39
So I tested LWJGL, and remember exactly why I hated it. I won't go into detail, for it will just turn into a rant. But if I made a screen object, and write all GL functions in there, they wouldn't mess with each other, right?
30  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Start with 3D on: 2014-02-13 07:54:45
After getting some hours of sleep, and reading this thread again, I think I'll wait until LWJGL 3.0 comes out, and test it, I might not like it. But JME sounds worse.

The biggest issue I have is the static Display method, I prefer to have them as objects, it make much more sense to me. I have only programmed in java2D so far, with no other library's attached (a side from those I made myself.), and if I want two windows I just run new Frame() twice, I don't think that's possible in LWJGL.

Also when I try LWJGL, what do I exactly have to give up? Can I just use LWJGL to do the rendering, and keep using java's own listeners, and my own game loops?
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