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1  Game Development / Newbie & Debugging Questions / Webstart if your server doesn't support it. on: 2004-12-03 15:44:37
If you've tried everything (.htaccess, php trick) and your web server doesn't support jnlp (like earthlink) you can always do one of two things:

1) Have them run webstart from the command line and point to your URL:

2) put the above command in a bat file they download and run.

It's not pretty and not the best, but at least you can webstart your programs even if the web server doesn't support it directly.
2  Discussions / General Discussions / Re: A Java pirate game on: 2004-02-19 20:55:57
If you count all the java card games out there, then it definitely isn't the first mainstream one. has tons and tons of people playing all their java based card games Cheesy
3  Java Game APIs & Engines / Xith3D Forums / Re: Added realistic physics engine for Xith3d (ODE on: 2003-12-09 19:08:02
I'm totally new to ODE, though I had seen it before, but wasn't interested since it wasn't Java.  Maybe I'll have a snoop around as I really like messing with Physics Cheesy
4  Java Game APIs & Engines / Xith3D Forums / Re: Added realistic physics engine for Xith3d (ODE on: 2003-12-08 16:58:40
For OdeCar (which is a lot of fun) I found it much easier to use a chase view, so I added the following:

                } else if (camera == 4) {
                    // Chase Camera
                    viewCenter = odeCar.getObjectPosition(4);
                    viewLocation = odeCar.getObjectPosition(4);
                    viewLocation.x -= 0;
                    viewLocation.y -= 0f;
                    viewLocation.z += 3f;
                    viewCenter.x += 0;
                    viewCenter.y += 1f;
                    viewCenter.z += 3f;

                    view.getTransform().lookAt(viewLocation, viewCenter,
                        new Vector3f(0, 0, 1));
                    Matrix3f m = odeCar.getObjectRotation(4);
                    Matrix3f m2 = new Matrix3f();
                    m2.rotX((float) Math.PI / 2);

                    Vector3f chaseV = new Vector3f(0, 10f, 50f);
                    Transform3D chaseT3D = new Transform3D();


        case '4':
            camera = 4;


This adds the "traditional" chase view found in most driving games these days Cheesy
5  Game Development / Game Mechanics / Re: ODE Physics for Java on: 2003-12-05 20:18:23
I'm willing to bet that by the time someone did a full 100% Java port of ODE, the newest JVM would use more SSE and SSE2 instructions, even the vector ones. Cheesy
6  Java Game APIs & Engines / Xith3D Forums / Re: Anyone have time to test... on: 2003-12-05 18:47:37
Does it really work on "onboard" graphics! Neat, we're about to get machines like that for work so finally I'll be able to run Xith at work  

I ran it again and tried moving blocks around and such to tax it a bit more.  It's running smoothly and varying between 25fps and 36fps or so.  Never saw it drop below 25fps, even with the funky chicken Cheesy

The newer onboard graphics seem to be about equal or maybe a bit faster than a TNT2 card.....

This is on a Dell Optiplex SX260 at work Smiley

If I can figure out what I want to do, I may start developing something during my lunch hour on this Dell Cheesy
7  Java Game APIs & Engines / Xith3D Forums / Re: Anyone have time to test... on: 2003-12-02 19:39:29
Works good at about 25fps.  Smooth and no artifacts here.

P4 2GHz
Intel 84845G graphics (i.e. crap!)
512MB memory
8  Games Center / Archived Projects / Re: S-Type! on: 2003-11-28 18:03:35
Dell Optiplex SX260
P4 2Ghz
512MB memory
Intel 82845 graphics
JDK build 1.4.2-b28

Xith3d works.

Original didn't work.... goes to a blank gray screen and nothing more.

The first two alternate modes you listed didn't work either.  But on those I got random blocks of graphics.

Nothing poking out in the log either.
9  Java Game APIs & Engines / Xith3D Forums / Re: Performance & Benchmarks on: 2003-11-04 17:29:30
Unless you are going to have a lot of free time to work on your project I'd definitely say to go with Xith3D.  You'll get a lot more done in less time.  If you have perf problems, you can then profile your program and take time to optimize any problem areas.  Probably by the time you are getting near to being done with it, Xith3D will be much more mature and optimized anyway Cheesy
10  Games Center / Archived Projects / Re: Biplanes on: 2003-09-19 21:23:47
How do I connect to a local server to try it out?  I'm behind a firewall so can't connect to the real servers.
11  Games Center / Archived Projects / Re: JPilot prototype on: 2003-09-11 21:57:50
Just wish I could get to the server from behind the corporate firewall  Tongue

Ran it on two different machines here with one as the server and it looked pretty cool Cheesy
12  Games Center / Archived Projects / Re: Leopold completed... on: 2003-09-10 21:09:13
Darn, doesn't work behind the (corporate) firewall Sad
13  Games Center / Archived Projects / Re: Cosmic Trip updated, source available now on: 2003-08-22 18:07:43
Sorry a Geforce4 MX 440 is not as fast as a GF3 Ti 200, or even my Radeon 8500.

Edit: Image didn't work!

Full article here:

Not saying it's a bad card or anything... but not as fast as you think.  The MX line is rarely a good buy, as usually you can get the older generation on closeout that are faster (e.g. a GF3 Ti500).  Now if you are using the new features of the card, that can be different.
14  Discussions / General Discussions / Re: ALIEN FLUX reviewed! And they mentioned Java! on: 2003-08-19 19:58:33
With regards to the controls being weird, I have to agree.

The first thing I did was switch the firing to mouse button 1 (fairly standard) and the thrust to mouse button 2 and the game became instantly much easier to play.  After I did that I finished the first 3 levels in about 10 mins, where before I was having trouble on level 1 because it was counter-intuitive.
15  Java Game APIs & Engines / JOGL Development / JOGL Nettrek client? on: 2003-08-18 17:39:43
Anyone thought of doing a nettrek client using JOGL?  I'd love to see a version of nettrek that looks like AlienFlux but with the original gameplay.

I'd be happy to work on it, though I admit I know nothing about OpenGL as I've only played with J3D Cheesy
16  Games Center / Archived Projects / Re: Cosmic Trip updated, source available now on: 2003-08-01 20:51:07
One thing I noticed is after I started it, it asked me if I wanted to integrate the game onto the desktop, but that was after the game was started and in fullscreen mode.  I had to alt-tab to get out and say "No".  Then when I would alt-tab back in, I didn't have focus.  So killed it and started again and it worked.

Looks pretty cool, but can't play too much here at work  Grin
17  Game Development / Networking & Multiplayer / Re: Getting IP Address on Linux on: 2003-07-30 22:30:43
In our application we "cheat" and get the the IP address of our clients from an environment variable.  IP_ADDRESS is set before the program runs and our program polls that env variable.  Bit hackish, but it works.
18  Java Game APIs & Engines / Java 3D / Re: Java OpenGL bindings the illusion on: 2003-07-29 19:58:20
Anyone played Thief 1/2?  Great first person sneakers, where you fail if you kill anyone!  Great fun and great gameplay Cheesy
19  Games Center / Archived Projects / Re: PacDasher on: 2003-07-25 19:10:56
With JDk 1.4.x it is not recommended to call System.gc() anymore.  This can actually hurt performance.  At one of the JavaOne performance sessions, they said that the System.gc() can 'force' a full garbage collection cycle, when it may not be necessary.  Given the new short-lived area (can't think of the correct name atm.. too tired!) garbage collection is not such the pain it was, though you should still keep created objects to a minimum Cheesy
20  Discussions / Miscellaneous Topics / Re: Brace styles on: 2003-07-14 21:21:14
Ooo..... can't let this one slip by:

I use #1 and so do most (all?) of the people I work with.  #2 wastes lines, especially on nested ifs!

if (test1)
   if (test2)
       //do something
   } else
       //do something else
} else
   // do a third thing

Looks sooo much better as:

if (test1) {
   if (test2) {
       //do something
   } else {
       //do something else
} else {
   // do a third thing

I never need my editor to line up the blocks... amazingly my eye can line up the indentations just fine.

if (isTrue()) {
  // do something

See, the if lines up with the brace Smiley

If you really do work where the styles vary, just use Jalopy, the java code formatter.  Once you set it up, you can easily convert back and forth between styles (and not just for braces, but for all the other bad habits people have).  Pick a common style (recommend Sun's conventions) and have people convert back and forth as they check it out/back in from source control.  It works great and also integrates into many IDEs Smiley

I used it to clean up 1950 classes which had this as the if-else indentation style!  (Used the command line version and it only took a few mins Smiley )

if (test1) {

} else
   if (test2) {

   } else
       if (test3) {

That code was generated by an IDE of all things (VisualAge for java) and there was no way to turn it off (it's a really old version of VisualAge).
21  Java Game APIs & Engines / Java Sound & OpenAL / Re: Decoding raw sound data?? on: 2003-06-27 20:05:00
Indeed I am missing a fundamental thing.  I basically have absolutely no knowledge of the data stream, but managed to "hack" a wave graph out of it anyway Cheesy

What keywords should I google for?  I kept looking for info, but couldn't find any Sad
22  Java Game APIs & Engines / Java Sound & OpenAL / Re: Decoding raw sound data?? on: 2003-06-23 14:47:56
Well, I just "played" with the data off the data stream.  I was able to get a pair of waveform displays by using bytes 2 and 4 of a 4 byte block.  Based on your description I'm probably just  truncating the upper bytes of info Tongue  Now I imagine this only works for a stereo bitstream, as a mono bitstream wouldn't have 4 bytes but rather 2 bytes per block.

So it looks like the frequencies are derived from the values in the bitstream and not directly encoded?

Here's the code that sets up the line.  It looks to be based off the loaded sound file.

            AudioFormat sourceFormat = m_audioInputStream.getFormat();
            trace(1, getClass().getName(), "Source format : ", sourceFormat.toString());

            AudioFormat targetFormat = new AudioFormat(AudioFormat.Encoding.PCM_SIGNED, sourceFormat.getSampleRate(), 16, sourceFormat.getChannels(), sourceFormat.getChannels() * 2, sourceFormat.getSampleRate(), false);

            trace(1, getClass().getName(), "Target format: " + targetFormat);
            m_audioInputStream = AudioSystem.getAudioInputStream(targetFormat, m_audioInputStream);

            AudioFormat audioFormat = m_audioInputStream.getFormat();
            trace(1, getClass().getName(), "Create Line : ", audioFormat.toString());

            DataLine.Info info = new DataLine.Info(SourceDataLine.class, audioFormat, AudioSystem.NOT_SPECIFIED);
            m_line = (SourceDataLine) AudioSystem.getLine(info);
23  Java Game APIs & Engines / Java Sound & OpenAL / Decoding raw sound data?? on: 2003-06-20 16:35:00
I've been looking at Jlgui (Java MP3 player).

I've got access to the raw sound data being sent to the line to play the MP3.  I'm trying to find the format of the data so I can decode it and do neat things (equalizier output, or other sound controlled visuals).  But so far I haven't found any reference as to how to interpret the data.

Anyone have any references?

24  Java Game APIs & Engines / Java 3D / Re: Java3D: what next on: 2003-06-19 14:41:17
I asked at the JavaOne desktop games session about the future of Java3D.  As many others, the "easy" scenegraph fits in with my goals.

The answer I got was basically that it is on hold while the available resources are put into JOGL and JOAL which most commercial game developers are most interested in.  The future is unclear for Java3D, but it will either be revived, rewritten (maybe on top of JOGL/AL?) or replaced.  AFAIK based on the conversation there will continue to be a scene graph based API in java... but its too early to tell what that will be.

I'm kinda guessing they would rewrite Java3D on top of JOGL/AL once its mature, and allow you to dig deep into the guts so you can do straight JOGL from within Java3D and get the best of both worlds.  Time will tell.
25  Discussions / General Discussions / Re: Sun plans to unveil new Java logo next week on: 2003-06-17 14:52:19
The new logo is pretty cool and much cleaner and easier to reproduce (it should be in the upper left corner of this page).  

Should really help for branding, and the push to have people put buttons that link to the new site is a great step forward as well.

26  Discussions / General Discussions / Re: Open Source is coming ... on: 2003-06-17 14:45:25
When I asked at the JavaOne desktop games session about Java3D's future the answer I got was like this:

Java3D is on hold while JOGL and JOAL are worked on as this is what most "serious" game developers are looking for.  They are really focusing on commercial game development and their needs.  Until that is developed to a mature state or they get more resources Java3D is in a coma, and it isn't known at this time whether it will be revived at a later date, or rewritten or replaced.
27  Discussions / General Discussions / Re: ALIEN FLUX in the news on: 2003-06-17 14:39:21
Heh, was cool to see your beta running at JavaOne not once, or twice, but 3 different times Cheesy

Great stuff Smiley
28  Games Center / Archived Projects / Re: Web Earth Online on: 2003-06-04 17:41:13
Argh... doesn't look like it works through a firewall does it?   :-/
29  Discussions / Miscellaneous Topics / Re: JavaOne on: 2003-06-04 17:37:31
Arghhh... will have to try and pop in between sessions and have a quick peek! Cheesy
30  Game Development / Performance Tuning / Re: Micro benchmarks on: 2003-05-30 18:54:56
Okay, just had to give it a try on my work machine:
P3 1Ghz
512MB mem

java 1.4.1_01 -client
Run #1
int: 6409
int alias: 5939
float: 66125
float alias: 64413

Run #2
int: 6819
int alias: 5799
float: 64873
float alias: 64703

Run #3
int: 6850
int alias: 5858
float: 64834
float alias: 65914

Run #1
int: 5668
int alias: 5658
float: 62330
float alias: 62229

Run #2
int: 5598
int alias: 6259
float: 66416
float alias: 66996

Run #3
int: 5828
int alias: 6079
float: 62210
float alias: 62239

Looks like under WinNT the SSE instructions aren't being used?  Float math is horrible!  Maybe that's why some of the demo games run very slow and jerky on my system.  Hopefully we're upgrading to WinXP by the end of the year!
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