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1  Discussions / Community & Volunteer Projects / Re: Wipeout clone requires 3D modeler on: 2005-10-13 23:23:13
oNyx, I guess I still have my 2d sprite hat on thinking in pixels, I thought the similar theory would apply when creating a 3d model.

g666, those models look great, I especially like the 2nd one, the first reminds me of a ship mentioned in the book that has inspired this game - Hovercar Racer (


2  Discussions / Community & Volunteer Projects / Re: Wipeout clone requires 3D modeler on: 2005-10-11 22:38:00
I'm willing to accept models from more than one person, but it would be nice if the models were the same scale, I mean it's no good one being 80x80x80 and another being 300x100x500 pixels in dimension.

Does anyone have any thoughts on what  a good set of maximum dimensions would be? That way everyones models will look good when placed next to the others on the track.

Thanks again,

3  Discussions / Community & Volunteer Projects / Re: Wipeout clone requires 3D modeler on: 2005-10-11 08:04:17
Wow, I didn't expect to see replies so soon, it's very encouraging.

I'm not fussed what format the file is in, I've managed to load 3ds files in the past, but I'm willing to accept it in any format as long as I can work out what to do with it. I'm going to be using LWJGL rather than Xith3D ot Java3D so perhaps nothing too fancy, but that does mean I can use the LWJGL XML format if Blender can export it.

You can contact me via email through my website Swizel Studios.

A place in the credits is awaiting you!


4  Discussions / Community & Volunteer Projects / Wipeout clone requires 3D modeler on: 2005-10-10 08:53:13

I'm working on a basic Wipeout clone, and I need someone who is willing to help me create 3D models. I'm still completely confused by Blender.

At first all I'm after is a model of a ship that I can move around my world. Later I'll be looking for level designers, after I have a basic ship working.

If you're interested then please reply.


PS: Here are some schematics I "borrowed" from the wipeout fan site ( that may help you start the modelling process.

Click to Play

Click to Play
5  Discussions / General Discussions / Re: What's your favourite IDE? on: 2005-09-15 11:24:36
So that would make me the only person using JDeveloper, from Oracle.

Does all the things I need it to at work...BPEL, J2EE etc and is easy to get LWJGL up and running.

6  Game Development / Networking & Multiplayer / Re: Forcing J2EE Servlets to be single-threaded? on: 2005-07-31 02:50:41
The Servlet specification defines the following interface for single threaded servlets


Any servlet that implements this interface (it's a marker interface so no methods need defining), is guaranteed to be thread safe.

7  Discussions / Miscellaneous Topics / Re: Design experimentation. What do you guys think? on: 2005-07-24 22:42:28
MVC is one of my favorites, it works well for all the stuff I do at work (J2EE Architect) and for my games at home.

M = Model,  where is my spaceship, or details about a customer.
V = View, 3D spaceship renderer, 2D spaceship renderer, or a JSP to display customer details.
C = Controller, Clicking the thrust button increases speed, clicking the delete customer button removes my customer from the DB.

Anyway you get the idea, the good thing about this pattern is that you can have many different renderers for the same models, therefore you could have some that use all the latest features of the graphics card, and you could also have one that works on a mobile phone, the rest of the game (in theory) doesn't need to change.


PS: There are many books/sites that can explain MVC in better detail than I did here.
8  Game Development / Newbie & Debugging Questions / Re: 3DS File and NIO on: 2005-07-23 22:20:19
You don't need the source, you have the jar file and the javadoc available. This will get you a loaded .3ds file into memory, then all you have to do is write a simple renderer. Beta v0.3 on my site is an example of a very simple renderer.

9  Game Development / Newbie & Debugging Questions / Re: 3DS File and NIO on: 2005-07-23 07:41:46
If you look at the Beta v0.3 tutorial on my site, it shows you how to load and render a .3ds file, source code is provided as is a webstart demo.

10  Discussions / Miscellaneous Topics / Re: CALENDAR/DATE trouble... I think you can help me on this one. on: 2005-07-13 23:44:15
Also note that in Java months start at 0, so Jan = 0, Feb = 1...Dec = 11, so Jun =5 is correct.

11  Games Center / 16K LWJGL Competition - 2005 / Re: Who's planning on entering? on: 2005-06-15 23:26:14
I'd love to enter, but as always it about how much time I can get in the evenings and weekends. I missed finishing my entry for the 4k comp so I'm a little worried that I'll start this but run out of time again.

12  Games Center / Archived Projects / Re: Mobile Sand on: 2005-05-31 07:40:20
Hi there, great game, played up to and completed level 13, took me about 20mins.

Keep up the good work.

13  Discussions / Miscellaneous Topics / Re: PS3 Game on: 2005-05-18 20:44:11
The guy from Epic who demoed Unreal 2007 said that the PS3 used standard technologies like OpenGL. As I mentioned in another post, if we could get a JVM on there and a cross port of LWJGL we'd be in business!

14  Discussions / General Discussions / PS3 Details announced on: 2005-05-17 06:22:02
I've just been watching the E3 videos about the new PS3 console. Apart from a very slick set of demos, the guy from Epic mentioned that their tools were all OpenGL based, now if we could only get Java onboard we'd be in heaven!!!

Checkout the gamespot trailers!

15  Java Game APIs & Engines / Xith3D Forums / Re: COLLADA Loader on: 2005-05-02 01:16:24
I'd be interested in helping out as well.

16  Game Development / Artificial Intelligence / Re: AI project on: 2005-04-21 20:38:45
Isn't this basically what SimCity tries to simulate when you have happy citizens etc, that's all based on taxes and number of police stations etc.

17  Discussions / Miscellaneous Topics / Re: Unusually quiet here lately... on: 2005-04-18 06:22:22
I have 3 reasons why I've not been here lately:-

1) I bought a Mac Mini, so I've been getting my head around all the subtle differences between them and my Windows Laptop.  It also means I can now test my LWJGL downloads and fix why they don't work on Macs!!!

2) My girlfriend is moving in so I've spent the past month moving furnature around the house trying out different locations for the hi-fi and plasma tv.

3) I burnt myself out on games programming during the 4k comp, need a rest of late night jar packing and coding.

Still check in as often as possible from time to time to read new posts.

18  Game Development / Newbie & Debugging Questions / Re: Problem with Comparator interface on: 2005-03-30 00:35:44
If the parameter passed in isn't an instance of Module you should really throw an IllegalArgumentException. There is no point in sorting a list of objects only to find that in the middle of the list is a group of objects that you aren't interested in.

This problem kind of goes away when you start to use the following code in Java 5.0

List<Module> myList = new ArrayList()<Module>;

19  Java Game APIs & Engines / OpenGL Development / Re: Keyboard.enableBuffer() not available in 0.95w on: 2005-02-21 18:02:30
enableBuffer() was removed in 0.95, I noticed this and mentioned it on the LWJGL site. aparently it was mentioned in the changelog, I asked the developers to in future mark these methods as deprecated rather than just removing them completely, it makes sense to remove them in a 1.0 release, but not before hand.

20  Games Center / 4K Game Competition - 2005 / Re: Puzzle Balls 4K on: 2005-02-18 08:26:48
Great game, I got 42k on my first go!

21  Game Development / Performance Tuning / Re: Best thing to do with dead entities during gam on: 2005-02-06 23:09:18
You could maintain 2 lists of characters, alive and dead ones. Your render and logic code only really proccess characters that are alive. When a character dies you move it to the dead list.

If you need to spawn a new character 'reset' a dead one and move it back onto the alive list. This way you never have the GC kick in and remove objects since they're always being referenced.

22  Game Development / Newbie & Debugging Questions / Re: Implementing Loading Screen on: 2005-02-06 22:46:54
I posted a load of code to do this on the following thread, check it out.;action=display;num=1105994162

23  Game Development / Performance Tuning / Re: Loading loads of textures the fastest way... on: 2005-02-06 01:38:31
Where can I find more information on the p200-gzip stuff, I couldn't find anything about it on either google or I didn't even find it referenced in the docs for web-start or jars.

Can someone point me to a tool  that can create the p200-gzip files. I'm currently using the defaul jar tool, but I'd like to get better results if possible.


24  Game Development / Artificial Intelligence / Re: Guide for DAN on: 2005-02-01 07:31:50

Please tells your spammer friends to get off this forum and do something more productive with their life. They don't even know the correct format for post codes in the Northern Territory!

25  Games Center / Archived Projects / Re: NanoBlaster on: 2005-01-31 09:21:37
Worked great, played it for ages, needs some AI though since I had no player 2 to play against me :-(
26  Java Game APIs & Engines / J2ME / Re: P800/P900 on: 2005-01-31 09:05:39
I have a P800 and I was under the impression that you CAN'T run java applications with the flip closed. This may just mean that physical flip (which can be removed and replaced with the virtual flip). I haven't written anything in J2ME yet so have no proof of this, try checking the Symbian website they have lots of developer resources, whitepapers and sample code.

27  Games Center / 4K Game Competition - 2005 / Re: Dungeon4k on: 2005-01-30 19:41:08
An online multiplayer version of Dungeon Master would be pretty cool, perhaps I should make a Project Proposal and see if anyone else is interested in helping out.

28  Games Center / 4K Game Competition - 2005 / Re: Super Sprint 4k on: 2005-01-28 03:16:38
Mac-compatibility means right now 1.4 and not 1.2 Wink

So does this mean it needs to be re-compiled with 1.4? I would have thought that the 1.4 JVM could run 1.2 code, correct?

29  Games Center / 4K Game Competition - 2005 / Re: Super Sprint 4k on: 2005-01-27 19:56:46
Rotation is one of the few things left on my to-do list, along with lap counter for your car and better collision detection.

I should be able to post an update on Sunday night that contains some/all of these updates.

I was concentrating this week on reducing the size (still over the limit) and making sure I compiled everything with 1.2 so our Mac friends can play along.

30  Games Center / 4K Game Competition - 2005 / Re: Super Sprint 4k on: 2005-01-27 17:33:03

Never code when drunk, it doesn't always go as planned.

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