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1  Java Game APIs & Engines / JOGL Development / JOGL nightly builds on download.java.net on: 2009-11-26 01:48:28
The nightly builds of JOGL for solaris/x86 on http://download.java.net/media/jogl/builds/nightly/ (linked from kenai.com) are temporarily unavailable. We are aware of the problem (a disk failure on our build machine) and hope to have it fixed before long. Other platforms should be unaffected.

-- Kevin
2  Java Game APIs & Engines / Java 3D / Re: java 3d on intel macs on: 2006-08-10 01:00:45
I can reproduce this crash and will look into it. I think it's unrelated to the fix contained in that build.

I agree, however, I checked that .jnlp and the one it referenced, and it didn't link to a different (by URL)  j3dcore.jar
When I run my web start launch it still find the old (1.5.0 exp 5 aug 4th) build.

Maybe the older (Fri 4-Aug) version is cached and the new one (Wed 9-Aug) didn't get downloaded for some reason? What I did was to upload the new version and then swap in (rename) the new "early-access" directory for the old.

-- Kevin
3  Java Game APIs & Engines / Java 3D / Re: java 3d on intel macs on: 2006-08-09 22:40:10
A new JNLP build is available that includes Ken's fix. I put it in the same place, since it is an interrim, experimental build anyway. It should identify itself as Java 3D version 1.5.0-pre6-0608091256-experimental (at least on Mac and Windows).

Try the following to verify: http://download.java.net/media/java3d/webstart/test/QueryProperties-1.5.0-exp.jnlp

-- Kevin
4  Java Game APIs & Engines / Java 3D / Re: java 3d on intel macs on: 2006-08-05 00:02:31
We're in the process of doing a build5 now. We discovered a D3D problem (it's been broken in the daily build for a while and we just noticed it), but we'll go ahead and do at least the Web Start release anyway. I'll post when ready.

The JNLP build for 1.5.0-build5 is ready. Give it a spin and let me know if it works for you.

-- Kevin
5  Java Game APIs & Engines / Java 3D / Re: java 3d on intel macs on: 2006-08-04 23:44:33
OK I got a Intel Mac to test the Intel Mac/Web Start/Java3D(JOGL)  version of our game (damn, look at that configuration, this is getting outta hand) and I get the same render error as PC and Mac PPC, so that's good, they are all rendering the same it appears...

No wait that's BAD!
I would like it to work (render correctly) on the Intel Mac for the Apple WWDC next week!  Any chance that next build will make it into web start jars before then?

Thanks for any help.

We're in the process of doing a build5 now. We discovered a D3D problem (it's been broken in the daily build for a while and we just noticed it), but we'll go ahead and do at least the Web Start release anyway. I'll post when ready.

-- Kevin
6  Games Center / Archived Projects / Re: Cosmic Birdie Tech Demo Audio Test on: 2006-07-27 21:57:08
I'll try it on my home systems tonight. Glad to hear it's working in at least some cases where it wasn't before. Maybe Ken can weigh in on whether JOAL is loading the OpenAL native library (I agree that it should do this).

-- Kevin
7  Games Center / Archived Projects / Re: Cosmic Birdie Tech Demo Audio Test on: 2006-07-27 18:58:26
OK!!!
I made some progress with the suggestions that just came up.

You can try this too.
I UNINSTALLED OpenAL (add and remove programs)
Then when I run the demos above it get.
Demo 1 (JOAL) runs fine.
Demo 2 (JOAL) BLOWS UP with a dialog box! Finally something interesting.
Demo 3 (LWJGL) runs fine.

Yep. That's the behavior I get.

-- Kevin
8  Games Center / Archived Projects / Re: Cosmic Birdie Tech Demo Audio Test on: 2006-07-27 18:57:24
We have been using this installed into our machines, which is the latest...
http://developer.creative.com/articles/article.asp?cat=1&sbcat=31&top=38&aid=46

So yes there could be different versions, but then why would one web start app running JOAL work and another running JOAL not, which is what is happening.  Maybe I should post the link again side by side.

Works (JOAL)
http://www.imilabs.com/CosmicBirdie/Dist/soundTest.jnlp

Fails (JOAL)
http://www.imilabs.com/CosmicBirdie/Dist/cbWeb2-JOAL.jnlp

Works (LWJGL)
http://www.imilabs.com/CosmicBirdie/Dist/cbWeb2-LWJGL.jnlp

BTW, by works I mean you hear sound shortly after start-up.  I will stop once the graphics get going, that is correct behavior.

Interesting. On my home machine, the first JOAL test runs and produces sound, but the second gives the OpenAL32.dll library not found error. So something is different about the two tests.

-- Kevin
9  Games Center / Archived Projects / Re: Cosmic Birdie Tech Demo Audio Test on: 2006-07-27 18:37:32
Are there multiple versions of OpenAL32.dll?  Is it possible that an incompatible version is being picked up somehow on the machines on which it fails?
10  Games Center / Archived Projects / Re: Cosmic Birdie Tech Demo Audio Test on: 2006-07-27 18:05:17
The LWJGL version works on my home machine. When I run the JOAL version I get a Windows popup dialog with an error message stating that OpenAL32.dll cannot be found. Is it possible that a similar, but silent, failure to load OpenAL is causing the problems on the other systems that are failing?

-- Kevin

P.S. I tried it on a second home machine with the same result.
11  Java Game APIs & Engines / Java Sound & OpenAL / Re: JOAL and WebStart problem on: 2006-07-25 01:39:02
Btw, I get the following exception when I try to run the example on the previous page.

com.sun.deploy.net.FailedDownloadException: Unable to load resource: http://www.imilabs.com/CosmicBirdie/Dist/lib/linux/joal.jar

-- Kevin
12  Java Game APIs & Engines / Java Sound & OpenAL / Re: JOAL and WebStart problem on: 2006-07-25 01:34:12
Shawn posted a pointer to this thread on the Java 3D thread, so I'll weigh in. In the absence of an AudioDevice3DL2 object passed to the Java 3D PhysicalEnvironment object, Java 3D does not do anything with sound. There is a partially functional JavaSoundMixer audio device in com.sun.j3d.audioengines.javasound in the j3dutils jar, which is disabled unless the app explicitly enables it, either by constructing an instance of it, or by setting the j3d.audiodevice system property to the fully-qualified class and then using the Viewer.createAudioDevice() helper method.

Note that we have a developer who is working on JOALMixer, a JOAL-based implementation of Java 3D's audio device, but it isn't being used yet, and when available, it will be enabled in the same manner (explicitly or with a system property).

None of which helps solve Shawn's problem, which may or may not be related to Java 3D.

-- Kevin
13  Java Game APIs & Engines / Java 3D / Re: Offscreen Canvas3D Update for hand-made Occlus on: 2005-04-29 23:45:20
Quote
If you can ask about rasters & offscreen I would be deep in your debt. ;-)


Depth rasters can be used for drawing and/or readback. It does give you a separate Z value for each pixel, but you can't currently use a Raster with both RASTER_DEPTH and RASTER_COLOR at the same time (OpenGL doesn't support that directly so it was never implemented). This means you can't really have a separate Z per pixel while you are drawing the raster. As long as you only have one of these mattes, and draw it before everything else in the scene, it shouldn't matter. I recommend that you try to use two raster objects, one with RASTER_DEPTH and the other with RASTER_COLOR. Draw the depth raster first. Draw the color-only raster second, with depth test and depth write enable disabled. Draw all 3D objects after this and they should be correctly Z-buffered with the image.

For Canvas3D capture, it depends on what you need to do. If all you want is to take a snapshot of the current window at the actual resolution, and if you aren't worried about other windows occluding the Canvas3D, then you don't need offscreen rendering. Just read the contents of the window from the postSwap method, and you have your image. If you want to render it at a higher resolution than the current window/screen will allow, or if you don't want the problem of occluding windows, you will need to use offscreen. Take a look at the PrintCanvas3D example program (you can get it from the https://j3d-examples.dev.java.net project).

-- Kevin
14  Java Game APIs & Engines / Java 3D / ANNOUNCEMENT: Java 3D @ JavaOne 2004 on: 2004-06-17 20:47:21
Good afternoon,

This message is for those who are attending the JavaOne 2004 conference in San Francisco, June 28-July 1.

The Java 3D team will be staffing booth 927 in the Pavilion.

http://www.javaone04.com/catalog/exhibitors.do?action=detail&id=1035

We will also be hosting a Birds of a Feather (BOF) session (BOF-3215)

http://www.javaone04.com/catalog/catalog/sessionDetail.jsp?hd=true&SESSION_ID=1042&form=searchform

at 7:30 PM on Monday, June 28 in Pacific J.

Come learn about the future plans for Java 3D, including:

   .      Java 3D source code availability

   .      Plans for Java 3D 1.4 and beyond

There will be plenty of time set aside for you to ask questions of the Java 3D team.

Thank you for your continuing interest in Java 3D.  We hope to see you in San Francisco.

--
Kevin Rushforth
Advanced Development Graphics Group
Sun Microsystems

kevin.rushforth@sun.com
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