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1  Java Game APIs & Engines / OpenGL Development / Re: Arrays on: 2003-04-23 13:20:52
Would the replacement buffers subclass the current nio classes, or would you create another native allocation system. If the 4k minimum allocation is true (and I have no reason to accuse cfmdobbie of being a lier) then ByteBuffer is really quite expensive.

As for the buffer creation utility class I was thinking of the package being org.lwjgl.util and the class Buffer with static functions for creating a three and four value buffer for the most regular types taking both seperate values as an argument and arrays as an argument. There would also be a function to create an arbatary length buffer and one to create an arbatary length buffer based on an array handed in. An example of the basic format would be:

createFloatBuffer3f(float, float, float)

Basically the same format as that used in OpenGL.




2  Java Game APIs & Engines / OpenGL Development / Re: Arrays on: 2003-04-22 15:56:29
I understand why you don't want to add them. I wrote this when I was originally thinking of moving from GL4Java to LWJGL. Now that I decided to go with it anyway I'm kinda getting used to it, or just sticking with using Xf rather than Xfv for funtion calls in some areas of code.

On a different note though since I've noticed that they are in the examples and I've stuck them in the code that I'm using should LWJGL have a utility library for generating float buffers (or any other type of buffer) we could use an OpenGL like syntax and have something like:

public static FloatBuffer floatBuffer3f(float, float float)
{
 //generate and return the float buffer with the values      given
}

and give "overloaded" forms for arrays and other common sizes (well four points I guess).

Let me know what you think, I'd be happy to write them, though it is hardly much work and it could be stuck in a package like org.lwjgl.util or something.



3  Java Game APIs & Engines / OpenGL Development / Re: Java2D -> LWJGL = easy? on: 2003-04-22 15:40:19
I'm using OpenGL to make a 2D game. I was using GL4Java, now I'm porting to LWJGL, though it has been going okay there are a few points I want to make:

Quads potientally are a different kettle of fish. Collision detection might need to be changed.

LWJGL does not use, as far as I know, AWT and as such if you use keyboard and mouse liseners in your game, which I expect you will to make your player move around screen, then these will have to be changed to LWJGL versions, which uses polling of mouse and keyboards rather than event passing (event driven stuff does tend to be slow).

So there might be more than just changing the rendering loop but OpenGL is a good way to go IMHO.
4  Java Game APIs & Engines / OpenGL Development / Arrays on: 2003-04-06 10:20:45
I can see why this isn't going to go down hugely well, but do you think the addition of direct array support in LWJGL would be a wise move? I know that they are slower, generally, than their native mapped buffer counterparts, but overloading things like color3fv with an array version gives people a choice (though of course it might lead to people using these exclusively).

I don't know, passing array references just seems more natural that's all.
5  Discussions / Community & Volunteer Projects / Re: Quake 2 Java on: 2003-03-14 10:40:07
Quote
Go on, you might as well do it. All the icky glue code is already written for you in LWJGL too - all you've got to port is the game itself.

i.e. it's not a very clever check at all is it Smiley Besides I think we might add a CD API to LWJGL at some point.

Cas Smiley


Thanks for that. Keith (another member of the project) proposed that we convert it to C++ first, and there already is a project that has partially done this.  That way in an extreme programming like style we can convert parts of it and still have it work with the rest.  I've done a bit of work, though I'm still behind schedule, but I want to complete a package or two before I cvs it.
6  Discussions / Community & Volunteer Projects / Re: Quake 2 Java on: 2003-02-16 16:52:18
Quote


Yeah well, which ever way you choose to load the copyrighted material without distributing them.  Tongue

In java, you can't check if the user has the original CD anyway.


It doesn't really matter anyway I can't remember what version they disabled CD checking but they disabled it in one of them and we are obviously porting the most recent version.

Basically in the end, it should be the case of just pointing the jar to the pak file location and away you go, thats the hope anway Grin.
7  Discussions / Community & Volunteer Projects / Re: Quake 2 Java on: 2003-02-16 08:59:38
Quote
The code might be free, but what about the graphics?


You are indeed correct about the graphics, a person, to use the source, needs to own the original Quake 2 CD.

I figured it is of interest, because we would be showing a port of a game which did very well (I'd love to port Quake 3 instead if they open sourced that), hopefully running well under Java. It would also provide a GPL engine to use (with a total conversion as Mr Carmack pointed out).  It would also be interesting to see if we can get it to work with the original servers, and the original game to work with Java servers.
8  Discussions / Community & Volunteer Projects / Quake 2 Java on: 2003-02-15 16:22:31
Someone, a while back, mentioned that a Quake 2 Java conversion was tried and id Software stopped it. Anyway I don't see why since they released the code under the GPL so I thought I'd have a go at doing a port anyway I set up the project yesterday at http://sourceforge.net/projects/quake2java/. It's quite a lot of code to port, and along with the mismatch which is C to Java (ah, if only they had used C++), I was hoping for some help.

Gary
9  Discussions / General Discussions / Re: Java people, don't waste your time! on: 2003-01-28 08:19:21
Quote
Ok, thanks. I seems to be alright. I'll give it a shot, since you guys seem to be a lot more active than the GL4Java guys.


So now you are choosing your API based on how good looking the programmers are. What is this world comming to?  Grin
10  Java Game APIs & Engines / Java Sound & OpenAL / Picking sound platform on: 2003-01-24 19:32:59
Though not directly gaming related (well I plan on using it for a tabletop roleplaying game). I'm at the begining stages of writing a system that will play sounds effects for a roleplaying game (with a "call on demand" interface, and looping, delays and such like, so a whole bunch of sounds can be loaded from a file).

Anyway I decided to be prepared for once and think ahead, I'm sure the first version will be quite basic but later I think I'd like to allow positional audio and maybe some 3D effects (such as those provided with EAX). So what do you think I should go for, something like Java3D to get some degree of positioning or OpenAL using LWJGL or using OpenAL a different way? I haven't had much experence with OpenAL (read none), though I have heard it is similar to OpenGL which I do use.

Thoughts?
11  Discussions / General Discussions / Re: What's the status of the JSR? on: 2003-01-23 11:16:37
I don't think it is, in anyway, tied specifically to Sony. With the release of the PS2, Sony had developers on their back saying the API for the emotion engine was very difficult to use. As it stands today a developer has to write DirectX for the X-box, OpenGL for the GameCube and the whatever graphics API the emotion engine uses.

Console designers no longer get exclusive games by attempting to vendor lock a game, they get them by signing deals with the developers (or having their own in house developers). I think Sony will be moving towards an open standard to allow developers to both transfer their skills and to allow an easy porting to their console.
12  Discussions / General Discussions / Re: Playstation 3 Architecture on: 2003-01-23 11:09:08
I'm not sure those are really the final specs. 64Mb will probably be seen on Mobile Phones by 2005. RAM just isn't your biggest system cost any more.
13  Discussions / General Discussions / Re: Java people, don't waste your time! on: 2003-01-02 22:49:18
Quote
The reason why there are not a lot of big games programmed in Java is not so much performance, but lies in the fact that Microsoft pretty much owns the gaming PC industry (and in the near feature they seem to be winning yet another console war, Sega allready lost it, Nintendo will be next).


I don't think that is it at all. First of the X-box is a long way off the PS2 in terms of sales and boxes out there. It is neck and neck with the GameCube. As for the PC sure Windows is pretty much an exclusive market but that doesn't stop people using OpenGL rather than D3D as their 3D envoriment of choice. Which id still selling engines left, right and centre, I don't see that changing any time soon.

I think the biggest problem is that no one uses Java. Take it from a developers perspective, you've got tons of libraries you've developed over the years for C/C++, you have a team that probably codes almost exclusively in that language and if you wanted to port to a console then you'd want to keep it in C/C++ to make the port easier (depending on the console). New game development companies might consider Java. Certainly Epic tried with Unreal years ago when java first came out, they weren't impressed with the performance (though with Java 1.1 that's no big surprise). I would like to see them have another go with it now.

Sony certainly seem to have an interest in Java for something involving 3D, since they are involved (though not that actively) in most JCP involving anything with 3D in it.
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