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1  Game Development / Performance Tuning / Re: hyperthreading and stuff on: 2003-08-13 21:59:43
I'm dubious whether multiple CPUs will *ever* become mainstream.
Additional, more specialised processors will ofcourse become more common (a Generic AI chip? Shocked), but until we reach the speed limitations of silicon I can't see parrellel CPUs becoming the norm.


Ahhhh, a generic AI chip.  If only  Embarrassed
2  Discussions / Miscellaneous Topics / Re: Brace styles on: 2003-08-13 21:41:33
Its got to be number 2 Smiley  I really find number 1 to be confusing to read.  I dont really care about saving vertical space I've got a scroll wheel on my mouse!

I think I probably prefer #2 because of my old Pascal days, and now I subconsciously read { as BEGIN,  and  } as END lol
3  Java Game APIs & Engines / Java 2D / Re: .NET framework on: 2003-08-13 21:32:30
More MS bashing Wink  Still, .NET and C# is a nice combo for developing games, especially if you are a Java programmer with little or no c/c++ experience.

Only thing that annoys me about it is that like java distribution can be a bit of a pain, however I think the .net framework is easier to get going for an average user.
4  Java Game APIs & Engines / Java 2D / Re: .NET framework on: 2003-08-07 17:17:34
I've recently started using c# and .net, purely for writing some game type stuff.  Its a nice language, very similar in syntax to java and you can use dx9 quite easily with it.  (Capital letters arent anything to do with syntax really Wink  )

I deffinitely recommend learning it, although I'm not saying give up on java!  I like both, its just nice to have the choice!  Grin
5  Discussions / General Discussions / Re: Forums are back in play! on: 2003-06-17 08:47:50
Thank god these forums are back. When I saw the new site I thought you had gone mad.  It was obviously only temporary.  Shocked
6  Java Game APIs & Engines / Java 2D / problem loading image from jar with an applet on: 2003-03-12 19:27:31
I've packaged my applet and all the iamges into a jar file for neatness.  However the applet seems to be trying to load the images from outside of the jar rather than inside. meaning that I need to send the images in a folder seperately.  Its messy!  What am I doing wrong?  Heres an example of where I am loading images in my code..
fileName = getClass().getResource("resources/terrain/grass.gif");
GRASS_TILE = Toolkit.getDefaultToolkit().getImage(fileName);
mediaTracker.addImage(GRASS_TILE, 0);

I've tried using getCodeBase()+fileName and it doesnt make a difference!! How do I make it use the images in the jar!! lol.  Thanks for any help.
7  Java Game APIs & Engines / Java 2D / Re: isometric problem on: 2003-03-07 13:39:00
Smiley hi and thanks for the info.  I managed to get a basic isometric engine going, but I've given up on it for the mo and gone back to a top down view!  I was spending too long on making the simulation look nice rather than getting it done!  I only got a month left to finish it  Embarrassed  Hopefully after its over I'll get the chance to write a nice little game for fun and I can use the iso engine i wrote!
8  Java Game APIs & Engines / Java 2D / Re: isometric problem on: 2003-03-02 21:39:39
hey cheers for the help.  I managed to get the stuff to map eventually. Seems to be working ok.  I've got a nice little engine going now!  Grin  I just need to draw some graphics!  Any ideas where I can get some free ready made  ones  Wink
9  Java Game APIs & Engines / Java 2D / Re: isometric problem on: 2003-03-01 17:33:22
Thanks for your reply. I'll give that a go now.  While on this subject, is there a nice way of converting the mouse position into a 'square position'?  I'm using the following code to position the squares when they are drawn (using a square dimensioned grid at moment i.e. x=10 y=10 - makes it easy to work out panel size), but I'm having problems mapping coordinates back:

for(int x = 0; x<gridX; x++)
  for(int y = 0; y<gridY; y++)
    g.drawImage(ImageLibrary.ISO_TILE, (((x-y)*38)+(xsize/2))-38, (x+y)*19, null);
10  Java Game APIs & Engines / Java 2D / isometric problem on: 2003-03-01 12:36:03
   I'm writing a simulation and I'd like to show the results on an isometric grid.  I have so far managed to get some tiles to tesselate so it looks ok, the only problem I have is that I need to work out the rectangle
dimensions that bound my grid (as shown here:

Click to Play

The reason I need these dimensions is so that I can create a panel and an image that will fit the grid exactly.  You can see what I mean from the link.  I've tried various types of trigonometry tricks but I'm not doing it properly I guess!   Any ideas / suggsetions as to how to do it would be VERY appreciated.  Thanks for your time.  Huh
11  Java Game APIs & Engines / Java 2D / collision detection in grid on: 2003-02-13 19:23:16
 i'm making a simulation that uses a grid.  So far I have implemented path finding, taking into consideration only terrain.  I need to be able to take into account other objects such as the characters however (problem is they arent necessarily in the same place they were when i check).  Do I need to create masks for my characters? or is there an easier way of doing it because I am using a grid?  Thanks for any help. Smiley
12  Java Game APIs & Engines / J2ME / Re: POLL: Do you have a Java phone? on: 2003-02-03 09:56:09
I got a sharp gx10 and its bloody great for games.  Nice screen and good buttons and responsive! unlike my old t68!  Brilliant phone.
13  Java Game APIs & Engines / J2ME / Re: Sharp GX10 on: 2003-02-03 09:51:56
Oh yea I forgot to say.  Vodafone have a special developers library for the gx10 and the live servce.  It contains some 'native' apis for the phone which allow you to do a few more things than the standard j2me does. Go to to try and get one.
14  Java Game APIs & Engines / J2ME / Re: Sharp GX10 on: 2003-02-03 09:49:36
I got this phone and its brilliant.  I've written a couple of lame games by myself using suns wireless toolkit and j2me. Only bitch I have about it though is that for some reason sharp or vodafone or both limited the ir so that u can only use it for modem purposes.  This means that to deploy your games you need to upload them to a web server in jar / jad format and then download them again with the phone.  Of course the web server needs to be configured properly to support the correct mime types.  In the end I just downloaded apache and when ever I want to transfer a game I get my own web server going!   Angry

If you still cant do it Jan and you need help getting your games over email me and I'll help you out.  Its all just a matter of configuring the web server.
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Java Gaming Resources
by philfrei
2017-12-05 19:38:37

Java Gaming Resources
by philfrei
2017-12-05 19:37:39

Java Gaming Resources
by philfrei
2017-12-05 19:36:10

Java Gaming Resources
by philfrei
2017-12-05 19:33:10

List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
2017-03-02 08:44:05 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
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