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1  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL character collision on: 2014-03-02 10:21:45
Lol you are biting off a bit more than you can chew Dan, take your time and focus more on debugging.

People are glad to help, I get what it is like when you have a problem you just can't figure out buy having people tell you it won't help you improve. It just makes lazy lol.

Post the stacktrace.

Yeah I know, I'm one for taking on challenges that are a bit over my head  Grin

heres the stacktrace:
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Exception in thread "main" java.lang.ExceptionInInitializerError
   at ms.nac.spacejunk.gen.RandomTerrain.makeTiles(RandomTerrain.java:47)
   at ms.nac.spacejunk.gen.RandomTerrain.<init>(RandomTerrain.java:27)
   at ms.nac.spacejunk.main.Game.render(Game.java:148)
   at ms.nac.spacejunk.main.Game.<init>(Game.java:79)
   at ms.nac.spacejunk.main.Game.main(Game.java:156)
Caused by: java.lang.NullPointerException
   at ms.nac.spacejunk.player.MainPlayer.canMoveP(MainPlayer.java:94)
   at ms.nac.spacejunk.player.MainPlayer.canMove(MainPlayer.java:87)
   at ms.nac.spacejunk.player.MainPlayer.logic(MainPlayer.java:74)
   at ms.nac.spacejunk.player.MainPlayer.draw(MainPlayer.java:132)
   at ms.nac.spacejunk.gen.RandomTerrain.loop(RandomTerrain.java:71)
   at ms.nac.spacejunk.gen.RandomTerrain.<init>(RandomTerrain.java:29)
   at ms.nac.spacejunk.logic.Tile.<init>(Tile.java:15)
   at ms.nac.spacejunk.logic.Tile.<clinit>(Tile.java:8)
   ... 5 more
AL lib: (EE) alc_cleanup: 1 device not closed


Thanks,
- Dan
2  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL character collision on: 2014-03-02 09:32:07
Hey guys,

So I decided to have another proper go today, and I got really really close to making it work, no launch errors now, but canMoveP is null :/ and I get this as well ExceptionInInitializerError in RandomTerrain

Here is my modified RandomTerrain class:
http://pastebin.java-gaming.org/8f948155e83
the Player class:
http://pastebin.java-gaming.org/f94852e5382
and the Tile class:
http://pastebin.java-gaming.org/9485e335280

Sorry if I've missed something obvious,
Ideas/Suggestions would be nice Smiley
Thanks,
- Dan
3  Game Development / Newbie & Debugging Questions / Re: [LWJGL] Box2D Ground Collision not working anymore? on: 2014-03-02 03:44:34
But wouldn't that just set the ground to have a collision box in the y axis equal to the entire height of the window?

Yeah it does Sad
4  Game Development / Newbie & Debugging Questions / Re: [LWJGL] Box2D Ground Collision not working anymore? on: 2014-03-02 03:31:18
Nope both
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groundShape.setAsBox(1000, 1);
or this
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groundShape.setAsBox(1000, -1);
dont work Sad

Thanks,
- Dan
5  Game Development / Newbie & Debugging Questions / Re: [LWJGL] Box2D Ground Collision not working anymore? on: 2014-03-02 03:23:30
Well it works if I make the position 0, 0 and keep the size as 1000, 0 but not if I make the position 0, height

Thanks,
- Dan
6  Game Development / Newbie & Debugging Questions / Re: [LWJGL] Box2D Ground Collision not working anymore? on: 2014-03-02 03:20:12
Think it depends on your coordinate system. If your ortho call is

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glOrtho(0, width, height, 0, 1, -1);

it sets the coordinate system in a way that (0,0) will be top-left and (width,height) will be bottom-right. So

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groundDef.position.set(0, height);

should move the ground to the bottom. You can set the width of the ground to the width of the window and this fixes the problem, I think. No JBox2D experience for me too.

Thats what I did, which is why I'm trying to figure out why it doesnt work.

Thanks,
- Dan
7  Game Development / Newbie & Debugging Questions / Re: [LWJGL] Box2D Ground Collision not working anymore? on: 2014-03-02 03:13:10
Well if I make it 0, 0 then it places on the ceiling :/

How should I get it on the bottom?

- Dan
8  Game Development / Newbie & Debugging Questions / Re: [LWJGL] Box2D Ground Collision not working anymore? on: 2014-03-02 02:50:02
I don't entirely understand your issue then, do you not want the box to move? What happens that you don't want to happen?

The issue is, when the logic is inverted, and the ceiling is the floor, the box lands on the ground fine and you can move it around,

But when I fix the logic so that the ceiling is 0 as opposed to the window height, and I make the box fall down, the ground acts as if it isnt there.

Sorry if that doesnt make too much sense, I'm trying to explain it in the best way possible

- Dan
9  Game Development / Newbie & Debugging Questions / Re: [LWJGL] Box2D Ground Collision not working anymore? on: 2014-03-02 02:38:44
The code you just posted is for the ground correct? Not for the box? We need the code for the platform and the box then if you want help!

Well using the ground as a platform was working, and the rest of the code is in the first post

- Dan
10  Game Development / Newbie & Debugging Questions / Re: [LWJGL] Box2D Ground Collision not working anymore? on: 2014-03-02 02:30:02
This is the original specification of
glOrtho
function.

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void glOrtho(GLdouble  left,     GLdouble  right,
             GLdouble  bottom,   GLdouble  top,
             GLdouble  nearVal,  GLdouble  farVal)

The LWJGL's specification will be like this.

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/**
 * glOrtho describes a transformation that produces a parallel projection.
 * The current matrix (see glMatrixMode) is multiplied by this matrix
 * and the result replaces the current matrix
 *
 * @param left    Left most coordinate of the window
 * @param right   Right most coordinate of the window
 * @param bottom  Bottom most coordinate of the window
 * @param top     Top most coordinate of the window
 * @param nearVal The near clipping plane
 * @param farVal  The far clipping plane
 */

void glOrtho(double left, double right,
             double bottom, double top,
             double nearVal, double farVal)

The documentation is added by me from here.

Great, but when I fix it so that it follows that pattern
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glOrtho(0, width, height, 0, 1, -1);


The box falls up on to the platform at the top, so I change the gravity so it falls down, and I tried to move the platform to the bottom, but that didnt work? The box just falls down.
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        BodyDef groundDef = new BodyDef();
        groundDef.position.set(0, height);
        groundDef.type = BodyType.STATIC;
        PolygonShape groundShape = new PolygonShape();
        groundShape.setAsBox(1000, 0);
        Body ground = world.createBody(groundDef);
        FixtureDef groundFixture = new FixtureDef();
        groundFixture.density = 1;
        groundFixture.restitution = 0.3f;
        groundFixture.shape = groundShape;
        ground.createFixture(groundFixture);
        bodies.add(ground);


Ideas?
Thanks for the Ortho documentation Smiley,
- Dan
11  Game Development / Newbie & Debugging Questions / [LWJGL] Box2D Ground Collision not working anymore? on: 2014-03-01 21:34:10
Hi,

I am learning JBox2D using Oskar's tutorials (http://www.youtube.com/watch?v=ZKJC2cloIqc),

and I've come across an issue (or maybe I'm a bit thick and I've missed something obvious)

In the tutorial Oskar sets the code up like this:

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glOrtho(0, 320, 0, 240, 1, -1);
but I need to use it like this
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glOrtho(0, 320, 240, 0, 1, -1);


So I've managed to flip everything up the right way I believe, except for the ground. It doesnt seem to render in the right place or the box doesnt collide with it.

Here is the render code for the ground:
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        BodyDef groundDef = new BodyDef();
        groundDef.position.set(0, height);
        groundDef.type = BodyType.STATIC;
        PolygonShape groundShape = new PolygonShape();
        groundShape.setAsBox(1000, 0);
        Body ground = world.createBody(groundDef);
        FixtureDef groundFixture = new FixtureDef();
        groundFixture.density = 1;
        groundFixture.restitution = 0.3f;
        groundFixture.shape = groundShape;
        ground.createFixture(groundFixture);
        bodies.add(ground);


and here is a link to the rest of the code if you want:
http://pastebin.java-gaming.org/e8f9408558e

Thanks,
- Dan
12  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL character collision on: 2014-02-21 21:20:03
Dan, no offense but you need to start at the basics. Obviously this is above your head (as other people have pointed out). Right now it seems that you are just copying code from other people and trying to make it work which is the wrong way to program. Write your own code so you understand what its doing, and so you learn when you complete your task.

Ok then got any good places for me to start? (Prefer online things to books)

Thanks,
- Dan
13  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL character collision on: 2014-02-21 10:05:19
Hi,

Sorry to pester, but any ideas?

Thanks,
- Dan
14  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL Memory leak/Function running many times on: 2014-02-20 01:50:12
Well this is the error given when it crashes:

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Exception in thread "main" java.lang.OutOfMemoryError
   at sun.misc.Unsafe.allocateMemory(Native Method)
   at java.nio.DirectByteBuffer.<init>(Unknown Source)
   at java.nio.ByteBuffer.allocateDirect(Unknown Source)
   at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
   at org.newdawn.slick.opengl.PNGImageData.loadImage(PNGImageData.java:96)
   at org.newdawn.slick.opengl.CompositeImageData.loadImage(CompositeImageData.java:62)
   at org.newdawn.slick.opengl.CompositeImageData.loadImage(CompositeImageData.java:43)
   at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:292)
   at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:254)
   at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:200)
   at org.newdawn.slick.opengl.TextureLoader.getTexture(TextureLoader.java:64)
   at org.newdawn.slick.opengl.TextureLoader.getTexture(TextureLoader.java:24)
   at ms.nac.spacejunk.states.IntroState.texture(IntroState.java:17)
   at ms.nac.spacejunk.main.Game.<init>(Game.java:77)
   at ms.nac.spacejunk.main.Game.main(Game.java:157)
AL lib: (EE) alc_cleanup: 1 device not closed
java.lang.OutOfMemoryError


Thanks,
- Dan
15  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL Memory leak/Function running many times on: 2014-02-18 04:05:45
Well, in the RandomTerrain code, it runs fine at constant memory level, however in the menu state, the memory keeps going up and up until it crashes, also, it only seems to leak on some computers, on others it just goes up and down, like from 2.5GB to 3.5GB and back again not sure why.

Thanks,
- Dan
16  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL character drawing and collision on: 2014-02-18 01:09:22
Sorry to pester, in a bt of a rush, did you see my reply?

Thanks so much for your help,
- Dan
17  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL character drawing and collision on: 2014-02-17 02:28:22
I understand most of it and am trying to learn the rest, and I noticed the canMove thing and changed it to canMoveP,

However in that tutorial you check for collision using this:
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   private boolean canMoveP(int x, int y) {
      // We devide to convert from pixel precision to tile precision.
     return RandomTerrain.getTile(x / RandomTerrain.TILE_SIZE, //Not sure what I should put here
           y / RandomTerrain.TILE_SIZE).canMove();
   }


Now this is the array that is being drawn in RandomTerrain, however if I put it in a getTile() function, then it still doesnt work:
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      for (int y = 0; y < height; y++) {
         for (int x = 0; x < width; x++) {

            if (tiles[x + y * width] == 2) {
               render(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE, 0.3f, 0.3f, 0.3f); // render rock tile
           }

         }
      }


So my question is this: How should I be checking for tile size using canMoveP?

Thanks and sorry I'm a bit slow, but I do catch up after a bit,
- Dan
18  Game Development / Newbie & Debugging Questions / Re: Transparency and the Graphics2D object on: 2014-02-16 09:07:28
Try drawing the rectangle after the image  Cheesy

- Dan
19  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL character drawing and collision on: 2014-02-16 08:48:54
Hi trollwarrior1,

I had a go at using that code with the other code I have which you helped me write, and I came across issues when trying to add CanMove to my player class, because the pixel precision isnt working due to conflicts with the way RandomTerrain is drawing tiles, this is about as far as I got:

Tile class:
http://pastebin.java-gaming.org/afe515c3f8b

Player class (with canMove not working):
http://pastebin.java-gaming.org/fe51c6f3b89

and updated RandomTerrain class:
http://pastebin.java-gaming.org/e51cf7b3988

Thanks and sorry for my slow ability to understand,
- Dan
20  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL character drawing and collision on: 2014-02-16 07:42:37

Great thanks mate,
- Dan
21  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL character drawing and collision on: 2014-02-16 06:33:37
ok, thanks, got any ideas about collision?

Thanks,
- Dan
22  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL character drawing and collision on: 2014-02-16 05:39:08
Re: The character. You appear to launch into your main loop from the RandomTerrain constructor. The main loop calls RandomTerrain.tick() and RandomTerrain.render(). I can't see anywhere in the provided code, particularly in the loop, where you call MainPlayer.draw(), possibly why it isn't rendering.

By the way, I wouldn't launch the loop from within the RandomTerrain constructor, it seems bad form to me. You could remove the call from within the constructor, and call it from elsewhere once the object has been instantiated. I.e. the object that makes the new RandomTerrain();/your main class could subsequently call randomTerrain.loop();, and launch the loop.

Thanks, its now drawing the player, however I couldnt figure this out before, but for some reason the player moves really slow, and the physics are inverted, so it falls up instead of down, ideas?

and I'll have a look at calling loop from the main class after I get this working,
Thanks,
- Dan
23  Java Game APIs & Engines / Engines, Libraries and Tools / LWJGL character collision on: 2014-02-16 05:17:37
Hi,

I am using a randomly generated simplex noise world for a 2D sidescroller, I cant seem to draw my character on the scene, and also I dont know where to start with collision,

Here is my world/random terrain drawing code:
http://pastebin.java-gaming.org/715c20a3f8e

Here is my character code:
http://pastebin.java-gaming.org/2afe5413c8f

Any help is greatly appreciated as I am new to LWJGL and using SimplexNoise maps,
Thanks,
- Dan

EDIT: I have the player drawing now, and I nearly have the collision working, but not quite. Scroll down for everything.
24  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL Orthographic Sidescroller Camera on: 2014-02-14 11:42:58
In WorldLogic:
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package Logic;

import org.lwjgl.input.Keyboard;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.GL11;

import Player.MainPlayer;

public class WorldLogic {

   public static double x;
   public static double y;
   public static double xspeed;

   public WorldLogic() {
      GL11.glTranslated(MainPlayer.x - Display.getWidth()/2, MainPlayer.y - Display.getHeight()/2, 0);
      x = 20;
      y = 0;
      //World scrolling speed
     xspeed = 0.4;
   }
   
   public void logic() {
      x+=xspeed;
      input();
   }
   
   
   public static void input() {
      if(Keyboard.isKeyDown(Keyboard.KEY_A)) {
         xspeed = xspeed * 0.4;
      }
      System.out.println("Press Left");
      if(Keyboard.isKeyDown(Keyboard.KEY_D)) {
         xspeed = xspeed * 0.4;
      }
      System.out.println("Press Right");
   }
}


Should it be somewhere else?

Thanks for your help, and Renoria is looking pretty neat Smiley,
- Dan
25  Java Game APIs & Engines / Engines, Libraries and Tools / [Solved - Remove] LWJGL Random Seed Display in Game on: 2014-02-14 11:41:45
Hi,
I am using the following code to generate a seed for a simplexnoise world, and I want to draw this in a different class to display it in game,

Here is the code for the seed and how I am displaying it in the console:
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     public SimplexNoise() {
     
       p=p_supply.clone();
       
       int seed = SimplexNoise.RANDOMSEED;
       
       if (seed==RANDOMSEED){
           Random rand=new Random();
           seed=rand.nextInt();
       }

       //the random for the swaps
      Random rand=new Random(seed);
       //Print the seed in the terminal
      System.out.println("Seed:" + seed);

       //the seed determines the swaps that occur between the default order and the order we're actually going to use
      for(int i=0;i<NUMBEROFSWAPS;i++){
           int swapFrom=rand.nextInt(p.length);
           int swapTo=rand.nextInt(p.length);

           short temp=p[swapFrom];
           p[swapFrom]=p[swapTo];
           p[swapTo]=temp;
       }


       for(int i=0; i<512; i++)
       {
         perm[i]=p[i & 255];
         permMod12[i] = (short)(perm[i] % 12);
       }
     }


this is how ive been trying to draw it in a different class:
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         RandomTerrain.loadText();
         MenuCore.font.drawString(50,
               50, "Seed:" + SimplexNoise.seed, Color.white);
         RandomTerrain.cleanUp();

everything works except SimplexNoise.seed, because the int has to be after this line
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p=p_supply.clone();


Thanks,
- Dan
26  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL Orthographic Sidescroller Camera on: 2014-02-14 11:28:13
Cant remember, but it was something to do with when trying to draw the player, the code got mad at me for not having them static, so I made them static :/

Sorry for my lack of elaboration, it was a while ago when I did it, I haven't needed to try and use the class until now,

Thanks,
- Dan
27  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL Orthographic Sidescroller Camera on: 2014-02-14 11:19:48
Yeah instead of a viewport im just using the Display, but it still doesn't like it, like this:

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GL11.glTranslated(MainPlayer.x - Display.getWidth()/2, MainPlayer.y - Display.getHeight()/2, 0);


Also just a side note, my player physics are upside down :/ Player:
http://pastebin.java-gaming.org/c2afe35318c

Thanks,
- Dan
28  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL Orthographic Sidescroller Camera on: 2014-02-14 11:12:20
Yeah I tried that too, didnt seem to work the way I was doing it for some reason :/

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package Logic;

import org.lwjgl.input.Keyboard;

public class WorldLogic {

   public static double x;
   public static double y;
   public static double xspeed;

   public WorldLogic() {
      glTranslatef(player.x - vp.width/2, player.y - vp.height/2, 0);
      x = 20;
      y = 0;
      //World scrolling speed
     xspeed = 0.4;
   }
   
   public void logic() {
      x+=xspeed;
      input();
   }
   
   
   public static void input() {
      if(Keyboard.isKeyDown(Keyboard.KEY_A)) {
         xspeed = xspeed * 0.4;
      }
      System.out.println("Press Left");
      if(Keyboard.isKeyDown(Keyboard.KEY_D)) {
         xspeed = xspeed * 0.4;
      }
      System.out.println("Press Right");
   }
}


Thanks,
- Dan
29  Java Game APIs & Engines / Engines, Libraries and Tools / LWJGL Orthographic Sidescroller Camera on: 2014-02-14 10:54:55
Hi,

For my game I am making I am trying to implement an orthographic camera to sidescroll, currently the camera just stays still and I cant seem to work out the best way to sidescroll (ideally attached to a entity(e.g. the player))

This is the only camera code I have right now:
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GL11.glOrtho(0.0f, width, height, 0.0f, 1.0f, -1.0f);


Thanks,
- Dan
30  Java Game APIs & Engines / Engines, Libraries and Tools / LWJGL state flicking back and forth on: 2014-02-14 06:06:39
Hi,

I am trying to use these options to switch from the Menu to Options, however, on the first time I press it, it flicks to options and back again really quick, but after that it works fine?

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   private void select() {
      if(currentChoice == 0) {
      Game.state = State.RAND;
      }
      else if(currentChoice == 1) {
      Game.state = State.OPTIONS;
      }
      else if(currentChoice == 2) {
         Display.destroy();
         System.exit(0);
         AL.destroy();
      }
   }

   private boolean wasDown = false;
   private boolean wasUp = false;
   private boolean wasEnter = false;
   
   public void handleInput() {  
      //checks if the key is down and executes once
     boolean up = Keyboard.isKeyDown(Keyboard.KEY_UP);

      if (!wasUp && up) {
         if(currentChoice > 0) {
            currentChoice--;
         }
      }
      wasUp = up;
     
     
      //checks if the key is down and executes once
     boolean down = Keyboard.isKeyDown(Keyboard.KEY_DOWN);

      if (!wasDown && down) {
         if(currentChoice < options.length - 1) {
            currentChoice++;
         }  
      }
      wasDown = down;
      boolean enter = Keyboard.isKeyDown(Keyboard.KEY_RETURN);
         if (!wasEnter && enter) {
         select();
      }
      wasEnter = enter;
     }


Any ideas why this might be happening?
Thanks,
- Dan
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