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1  Discussions / Miscellaneous Topics / Re: In-Memory Data Compression on: 2008-05-06 07:27:16
Thanks so much for the help!

For now, I think that lossy is not what I'm looking for, so I'll go with the zip code that you provided as a basis.  I don't know why I didn't see the ByteArrayOutputStream / *InputStream classes before.  Undecided
2  Discussions / Miscellaneous Topics / In-Memory Data Compression on: 2008-05-05 17:02:38
So I have an image cache set up for what could very likely be pretty big images that I'd rather not re-render if I don't have to.  The problem is that this quickly eats up all of my memory (we're talking on the order of 100 MB or more).  And seeing as how I don't need to have ALL of the images displayed at once (in fact, I really only need a few of them), I want to take the image data for the rest of them and compress them, and then uncompress them into full-out images when I need to draw them (and forget about the previous uncompressed image data, as I won't be displaying it anymore).

I know that Java comes with some Zip utilities, but most of this looks like it wants to work with FILES rather than just data in memory.  I would prefer to leave the filesystem out of this completely, as there's no point in saving these images to disk.  (It just takes a while to render each one, and I don't want the user to have to wait forever each time they look at one they've already seen – I'm talking specifically about pages in a PDF document, if that helps clarify at all.)

I have also found an ObjectOutputStream, and an equivalent input stream, but these require Serializable objects, and I can't find any image classes that are.  And even if it there were, I can't find a way to take an OutputStream and use its data (perhaps right away) as an InputStream without writing to disk and reading the file back.

In a nutshell, I need to:
1.  Compress image data in memory (zip would be fine)
2.  Access compressed image data in memory
3.  Decompress data in memory to an Image

Does anyone have any ideas on even where to get started with this?
3  Java Game APIs & Engines / Java 2D / Re: has anyone tried this for a camera on: 2008-01-04 19:35:21
I'm not sure what you mean exactly, but it sounds like you may be talking about having a potentially gigantic offscreen map of your area (whatever it may be), and then drawing portions of it to the screen?  This makes sense if you have a very customized image for your game-area or background, sure, but if you use any tiles at all, a more traditional tile scheme would probably be more effective.

It's not necessarily the best way, but what I usually do is have a tile map (array of tiles) in memory, and I have information about the screen dimension and where the current offset of the screen is, as well as tile size.  Taking all of this, you perform some simple addition/multiplication (both of which are REALLY cheap when it comes to computers), and find out which TILES are visible on your screen, then just draw those.

If you're REALLY concerned about rendering times (which you probably shouldn't be in this day and age, if you're using J2D and not OpenGL more directly), you could create a dirty rectangle drawing system that only redraws PARTS of the screen as needed, say, the rectangle ocupied by both where your character WAS and where it NOW is, so you avoid redrawing the ENTIRE screen each frame, but that's going to involve you maintaining your own offscreen buffer.

Again, I probably just didn't follow what you were trying to say in your first message, so feel free to disregard this reply and offer a correction to my misunderstandings.  Wink
4  Java Game APIs & Engines / JInput / Re: Building/Downloading for Mac OSX on: 2007-02-26 01:27:23
Thanks, that works for me now! ^_^

As for gcc, I'm not really sure how that all changed, or why Apple mandates gcc4 for intel macs, but I'm reluctant to go messing about with it since the version you provided works just fine and I honestly don't know enough to feel comfortable changing things around like that.

Out of curiosity, when I iterate through the controllers and output their .getName() value, I see the mice (a mouse and stylus) and the controller, but then I see three more: "Controller Type: Mouse", then "Keyboard", then "Controller"...  So that looks like JInput found SIX devices (seven, if you count the one it couldn't open), but I only have four.  Is this expected?

(Sorry for redirecting the thread topic...)

Nevermind all that.  I checked my code and it turns out that I was already calling something to list the controller type when I added the code to list the other information beforehand. >.<  My bad.

-- Scott
5  Java Game APIs & Engines / JInput / Re: Building/Downloading for Mac OSX on: 2007-02-25 17:18:29

I tried the file you linked to, and it worked okay, though it ran into a problem while running...
ce = ControllerEnvironment.getDefaultEnvironment();
controllers = ce.getControllers();

The above code responded with this:
Failed to enumerate device: Device open failed: -536870203
So I'm not sure what to do about that from here.


You're right, I tried a simple program and it returned "gcc-3.3: installation problem, cannot exec `cc1': No such file or directory".  I'm running all o fthis on my Intel Mac, which as I recall doesn't COME with gcc-3.3, or something like that.  Do you know of a way to get it?  Or perhaps is there something else wrong entirely?

Thank you both so much for your quick responses!
-- Scott
6  Java Game APIs & Engines / JInput / Re: Building/Downloading for Mac OSX on: 2007-02-25 07:07:46
Okay, here's something better:

I got a login to the website so I downloaded all of the project directories and run 'ant' to build them.  Jutils built fine; Jinput bombed out pretty early until I copied 'jutils.jar' into my system classpath, but that's fine.  Now it bombs out much later into the dynamic lib compilation with the following error message:

    [apply] gcc-3.3: installation problem, cannot exec `cc1': No such file or directory

/Users/scott/java/games-core/jinput/build.xml:87: The following error occurred while executing this line:
/Users/scott/java/games-core/jinput/build.xml:63: The following error occurred while executing this line:
/Users/scott/java/games-core/jinput/plugins/OSX/build.xml:75: The following error occurred while executing this line:
/Users/scott/java/games-core/jinput/plugins/OSX/src/native/build.xml:54: The following error occurred while executing this line:
/Users/scott/java/games-core/jinput/plugins/OSX/src/native/build.xml:19: apply returned: 1

I've posted the whole output here, in case anyone's interested:

I can see clearly the error, though I have little idea what would cause that.  I can't even ind any file which mentions 'cc1' at all... -.-;;  If someone could get me started in the right direction I would greatly appreciate it.

-- Scott
7  Java Game APIs & Engines / JInput / Building/Downloading for Mac OSX on: 2007-02-24 17:49:15

I downloaded the nightly build for JInput, but it doesn't have a MacOS X native executable library.  It lists linux and DirectX in the plugins directory, but there aren't plugins fro those systems either.

I tried compiling from the source (all of the nightly-build downloads, including source, are dated back in 2005 on the website: ), but that returned the same error that was shown here: even though it's almost 2 years later.

Have I completely missed something obvious here?

-- Scott
8  Java Game APIs & Engines / JOGL Development / Re: multisampling dem no effect. on: 2006-03-30 18:21:38
Yay!  Thank you so much!! ^_^

9  Java Game APIs & Engines / JOGL Development / Re: multisampling dem no effect. on: 2006-03-27 02:54:22
Sounds like this is becoming an issue with the ATI mac drivers, perhaps?  Anyone with a Mac using ATI video have the antialiasing that works?

Also, I wonder what could have changed between versions of JOGL...  If you roll back, does it still work?  (ie: it's not an Apple issue...)

10  Java Game APIs & Engines / JOGL Development / Re: how to zoom smoothly on: 2006-03-18 01:01:15
Here's a different take on the Animator.  The animator runs concurrently with the rest of your program, so the opengl context redraws as often as possible (or as close to whatever desired framerate you ask for as it can).  What your code is doing is a rotation every time a key is pressed, and even if you press an hold a key down, I hope you don't have your key repeat speed so high as, say, 60 time per second ( a really nice, smooth framerate).

What you need to do is, in your keyPressed even, simply set a flag that says that key was pressed (keyFPressed = true; or some such statement).  Then, add the animator, and in your display(GLAutoDrawable g) method, figure out how much time has passed since the LAST time you updated the screen.  I do this by having a process method which reads in the System.nanoTime(); of System.currentTimeMillis();, subtracts a class variable (oldTime) from that to get the amount of time that's passed, multiply that by the appropriate small value (0.001 for currentTimeMillis() and something much smaller for nanoTime()) to get the ration of how much of a second has passed, and then process all of my moving objects by where they're trying to move/rotate to, and how fast they can move per second, and the retio of how much of a second has passed, then move them that much each frame.

This method is guaranteed to get you a nice, smooth rotation of your object.

Of course, if anyone has any other suggestions, please post them, as I'd hate to think my way is the only way of doing things.  I'm also always interested in finding out if there's a better way than what I'm currently doing! ^^;;

11  Java Game APIs & Engines / JOGL Development / Re: Antialias and glAccum slowness (Just me?) on: 2006-03-16 08:56:33
Poking around more:  I've found that "GL_MULTISAMPLE" is not available on my system.  gl.isExtensionAvailable( "GL_MULTISAMPLE" ) -- and "GL_MULTISAMPLE_ARB" -- returns false.  However, gl.isExtensionAvailable( "GL_ARB_multisample" ); returns true.  I cannot, however, use GL.GL_ARB_multisample, as it doesn't seem to exist from within jogl.jar as I've built it from the source code.

I've also put several checks into the code to verify that it is, in fact, getting to the various points along the way of creating antialiasing context, which it appears to be doing correctly...

Here is the list of may available extensions, retrieved from gl.glGetString( GL.GL_EXTENSIONS ) :

GL_ARB_transpose_matrix GL_ARB_vertex_program GL_ARB_vertex_blend GL_ARB_window_pos GL_ARB_shader_objects GL_ARB_vertex_shader GL_EXT_multi_draw_arrays GL_EXT_clip_volume_hint GL_EXT_rescale_normal GL_EXT_draw_range_elements GL_EXT_fog_coord GL_APPLE_client_storage GL_APPLE_specular_vector GL_APPLE_transform_hint GL_APPLE_packed_pixels GL_APPLE_fence GL_APPLE_vertex_array_object GL_APPLE_vertex_program_evaluators GL_APPLE_element_array GL_APPLE_flush_render GL_NV_texgen_reflection GL_NV_light_max_exponent GL_IBM_rasterpos_clip GL_SGIS_generate_mipmap GL_ARB_shading_language_100 GL_ARB_imaging GL_ARB_point_parameters GL_ARB_texture_env_crossbar GL_ARB_texture_border_clamp GL_ARB_multitexture GL_ARB_texture_env_add GL_ARB_texture_cube_map GL_ARB_texture_env_dot3 GL_ARB_multisample GL_ARB_texture_env_combine GL_ARB_texture_compression GL_ARB_texture_mirrored_repeat GL_ARB_shadow GL_ARB_depth_texture GL_ARB_shadow_ambient GL_ARB_fragment_program GL_ARB_fragment_shader GL_ARB_occlusion_query GL_ARB_point_sprite GL_ARB_vertex_buffer_object GL_ARB_pixel_buffer_object GL_EXT_compiled_vertex_array GL_EXT_framebuffer_object GL_EXT_texture_rectangle GL_ARB_texture_rectangle GL_EXT_texture_env_add GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_texture_lod_bias GL_EXT_abgr GL_EXT_bgra GL_EXT_stencil_wrap GL_EXT_texture_filter_anisotropic GL_EXT_separate_specular_color GL_EXT_secondary_color GL_EXT_blend_func_separate GL_EXT_shadow_funcs GL_EXT_texture_compression_s3tc GL_EXT_texture_compression_dxt1 GL_EXT_blend_equation_separate GL_EXT_texture_mirror_clamp GL_APPLE_ycbcr_422 GL_APPLE_vertex_array_range GL_APPLE_texture_range GL_APPLE_float_pixels GL_ATI_texture_float GL_APPLE_pixel_buffer GL_NV_blend_square GL_NV_fog_distance GL_ATI_texture_mirror_once GL_ATI_text_fragment_shader GL_ATI_blend_equation_separate GL_ATI_blend_weighted_minmax GL_ATI_texture_env_combine3 GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SGI_color_matrix

It appears none of the all-caps values are available...  I don't know enough, obviously, but my guess is that the al-caps ones ,ay not be considered "extensions"?  This would also explain how GL_MULTISAMPLE and GL_MULTISAMPLE_ARB both turn up as false.  Sorry I am not more knowledgable and thus better able to figure this all out on my own.  I know it must be frustrating trying to work with me on this, but I really do appreciate that I'm getting any sort of responses.

Also, in my playing around, I changed gl-common.cfg to comment out the line that says "IgnoreExtension GL_ARB_multisample", and then recompiled, but that alone doeasn't seem to be making the extension available to me.

Thanks again for spending the time to work with me on this.  If you want, send me a PM, and we can take this off the board, however.
12  Java Game APIs & Engines / JOGL Development / Re: Antialias and glAccum slowness (Just me?) on: 2006-03-15 08:18:56
Update:  I looked at the GLQuake code which supports FSAA, and aside from using what I THINK are Carbon-based GLContext modifier functions, it looks like there's some issue with ATI hardware that requires byte shifting the number of samples >> 1.  (Doesn't this just multiply the value by two?)  That's the only thing I can see through the code thus far.

13  Java Game APIs & Engines / JOGL Development / Re: Render to Video on: 2006-03-14 23:19:14
As long as you don't mind USING quicktime, QTJ isn't horrible for the task.  I can't speak for DirectShow or anything...

The QT bindings for Java are, unfortunately, rather neglected by Apple, but I know it's possible to GET video, as well as to CREATE a video using QTJ.  It's rather intricate to get pixel data (a project I have planned needs this, so I've looked into it somewhat), but I believe creating a NEW movie from pixel data is rather more straightforward.  You have to specify information about the framerate of the video file, and create a new file, and feed it sets of pixel data for each frame.

I'm sure there's a little more to it, but it's all doable, as far as I'm aware.

14  Java Game APIs & Engines / JOGL Development / Re: Smooth zooming of images on: 2006-03-14 23:15:19
Caution: there is a limitation, that textures have to have a power of two size (512x512, 1024x1024, etc.), so keep that in mind while drawing the texture. Either prescale the texture so it fits in the texture dimension or just use the next power of two size (e.g. 1024x1024 for a 1024x768 picture) and adjust the texcoords to be in the range of the actual used pixels.

Sorry hijaking the thread, but how do I get around this limitation?  I've read things about (may be remembering poorly here) either having ARB extensions to circumvent this, or even OpenGL 2.0 having this limitation removed, and directly incorporating non power-of-two textures?

15  Java Game APIs & Engines / JOGL Development / Re: Quaternions and gimble lock on: 2006-03-14 23:12:16
My best suggestion for tracking that down is to envision the rotation by hand, and to realize that when you rotate something in OpenGL, you also rotate the object's axes with it.  so if I rotate along the -Z axis by 90 degrees, I'll find that any further rotations along the +Y axis will be along what USED to be the -X axis.

Hopefully that makes sense and will be useful to you.

Good luck!
16  Java Game APIs & Engines / JOGL Development / Re: JOGL vs J2D on: 2006-03-14 03:17:12
I cannot speak for much of your concerns, but I know there is an example you can download alongside the Mustang preview release wherein JOGL and Java2D are both used on top of each other in one situation or another, so that may cover that first concern of yours in the future.

Hopefully, someone will be around to properly answer the rest and maybe elaborate on mine.

17  Java Game APIs & Engines / JOGL Development / Re: Antialias and glAccum slowness (Just me?) on: 2006-03-13 09:21:04
Here's a program I modified from the green triangle tutorial to get antialiasing working.  Oddly, though, I have to turn it up pretty high to get anything that looks like it might be good results (the quality I'm used to from my NVidia card on my PC using 2x FSAA)...  Possibly an ATI issue?  WoW looks better than this, I recall, with fewer samples, but maybe I'm just becoming paranoid/delusional. >.>

#import "MyOpenGLView.h"

#include <OpenGL/gl.h>

@implementation MyOpenGLView

- (id) initWithCoder:( NSCoder * ) coder {
   self = [super initWithCoder:coder];
   NSOpenGLPixelFormatAttribute attrs[] = {
      NSOpenGLPFADoubleBuffer, YES,
      NSOpenGLPFASampleBuffers, 1,
      NSOpenGLPFASamples, 6,
      nil };
   [self setPixelFormat:[[NSOpenGLPixelFormat alloc] initWithAttributes:attrs]];
   return self;

- (void) drawRect:( NSRect ) bounds {
   glEnable( GL_MULTISAMPLE_ARB );
   glClearColor( 0, 0, 0, 0 );
   glClear( GL_COLOR_BUFFER_BIT );
   glColor3f( 1.0f, 1.0f, 1.0f );
   glBegin( GL_TRIANGLES ); {
      glVertex3f( -1.0f, 1.0f, 0.0f );
      glVertex3f( 1.0f, 1.0f, 0.0f );
      glVertex3f( -1.0f, 0.5f, 0.0f );
   } glEnd();
   [[self openGLContext] flushBuffer];

Hopefully there's SOMETHING in this to help...  As far as I can tell, it's the same (essientially) as the JOGL native code. T.T

18  Java Game APIs & Engines / JOGL Development / Re: Quaternions and gimble lock on: 2006-03-12 19:52:28
It almost sounds to me to be less Gimble Lock, and more you may not be rotating along the CORRECT axes.  If what you want is to ALWAYS have the camera's up vector to be straight up, then make sure that you are checking the order of rotation of the camera.  If you rotate around the X-axis first, then the Y, your view will likely be tilted.  but if instead you rotate around the Y first then the X, you will (likely) achieve the result you want.

However, if you DON'T want the view to always have a defined up vector (not always viewing perpendicular to gravity), then you should check to make sure you're rotating perhaps around the camera's up/right/frint vectors instead of the world's X/Y/Z vectors.

Hopefully this made sense jsut now.  If now, let me know and I'll try to explain better.

19  Java Game APIs & Engines / JOGL Development / Re: Antialias and glAccum slowness (Just me?) on: 2006-03-12 07:08:16
Okay, sorry 'bout the mustake.  I made the change and still nothing changes in the multisample demo...


PS:  Sorry for being so difficult... T_T
20  Java Game APIs & Engines / JOGL Development / Re: Antialias and glAccum slowness (Just me?) on: 2006-03-11 01:21:13
I tried adding that as you said, but I get a compile-time error, and ant doesn't seem to want to give me more detailed info on gcc's compile-error. >.<

Here's the code arm you're talking about:
if (sampleBuffers != 0)
   NSOpenGLPFAMultisample = YES;
   attribs[idx++] =   NSOpenGLPFASampleBuffers; attribs[idx++] = sampleBuffers;
   attribs[idx++] =   NSOpenGLPFASamples;       attribs[idx++] = numSamples;

I noticed in XCode that there's no auto-complete option for NSOpenGLPFAMultisample, though there is for several other things, so it looks like it's seeing connections.  I also tried adding
#import <AppKit/NSOpenGL.h>
to the top, as that's where it seems to be refferenced, but that didn't work either.  I'm sure it's just a simple thing I've missed.

21  Java Game APIs & Engines / JOGL Development / Re: multisampling dem no effect. on: 2006-03-09 09:15:13
In fact, that code DOES work on many systems.  I'm using an Intem iMac, and it doesn't work, but on my Windows machine and on another mac I have, it works no problem.  Hopefully we'll be able to get this working right soon enough.

22  Java Game APIs & Engines / JOGL Development / Re: Antialias and glAccum slowness (Just me?) on: 2006-03-09 09:13:19
Hmm. I wonder whether there's a stupid bug in the Multisample demo. Could you try calling gl.glEnable(GL.GL_MULTISAMPLE) in Listener.init() in
Just tried that, (sorry it took so long) and it doesn't seem to work still.  Also, I tried my same code (same build and everything) on another Mac (12" PoerBook from a year ago), and I got the antialiasing just fine.

23  Java Game APIs & Engines / JOGL Development / Re: Any corollary to this in JOGL? on: 2006-03-08 22:46:29
I cannot speak for any extra utilities, but as for core JOGL, I'm pretty sure there is no such thing to equate to CompressedGeometry.  It's simply a set of well-done bindings for Java (with some nicer extra things thrown in for cross-platform niceness and AWT integration and such).  OpenGL does not (as far as I'm aware) specify any compressed geometry things, so JOGL wouldn't.  I bet you'd be more than welcome, however, to create your own add-on library which does that! ^_^

24  Java Game APIs & Engines / JOGL Development / Re: Antialias and glAccum slowness (Just me?) on: 2006-03-08 06:09:50
I just tried Java 1.4.2, and I get the same result.  Also, I am 100% sure (visually) that there is no AA going on in the multisample demo on my machine.  All pixels are only WHITE or BLACK.  There is no gray along the edges of the lines whatsoever.  This is using JVM 1.4.2, also.

Should I go into something to print out capabilities?  I know that GL_ARB_multisample is available, as I've checked for that one on my machine already.  (using gl.isExtensionAvailable( "GL_ARB_multisample" )Wink

25  Java Game APIs & Engines / Tools Discussion / Re: Mac OS X environment variables on: 2006-03-08 05:50:52
Thanks for the responses.  I'm using bash...  just the basic terminal default.  The CLASSPATH variable I set does seem to be working now when I access a jogl app from the terminal.  Interestingly, however, I can't run my projects through NetBeans anymore, though, as it doesn't seem to be asking about the DYLD_LIBRARY_PATH variable to access the .jnilib files from JOGL... >.<;;

26  Java Game APIs & Engines / Tools Discussion / Mac OS X environment variables on: 2006-03-08 02:37:35
In my efforts to do things properly, I've removed my various .jar files from the Library/Java/Extensions directory, and am attempting to modify the CLASSPATH environment variable to work as I can only assume it should; but I've hit a few blocks...

1) 'export Classpath=[path]' does not work for more than the one time I run Terminal.  If I close and reopen, it's no longer set.  I was under the impression that environment variables were more permanent than that.

Anyhow, assuming I was wrong, I went ahead and edited (read "added) my ~/.profile to include the above 'export' line.  Now I get the environment variable right on every time...  Only problem is that 2) when I type, say "java demos.gears.Gears" from within the jogl-demos/build directory, it still won't run.  Okay, so I add the demos .jar file:

java -cp jogl-demos.jar demos.gears.Gears

This works, but for some reason, it's not reading ANYTHING that's already in my CLASSPATH environment variable to be included in the running of said java app.  If, however, I type:

java -cp jogl-demos.jar:$CLASSPATH demos.gears.Gears

...the program runs without a hitch.

So the question comese dow to -- what am I doing/interpreting wrong/incorrectly?  Is the CLASSPATH variable just a convenience thing, perhaps, and not actually intended to be a default search path for classes when starting a java program?

*sorry, I'm a tad frustrated at my own incompetence*

Any help is appreciated.
27  Java Game APIs & Engines / JOGL Development / Re: Antialias and glAccum slowness (Just me?) on: 2006-03-08 01:59:10
Okay, I went and compiled everything by hand, and the demos RUN, but the multisample demos still does not do any antialiasing. >.<

*sigh*  Any more suggestions...?  Maybe it's an Apple or ATI problem?

28  Java Game APIs & Engines / JOGL Development / Re: Antialias and glAccum slowness (Just me?) on: 2006-03-07 22:40:40
I think the build of his (I didn't make it myself, though will try when I get home) was from a couple of weeks ago.  There's a new one I might try, but I'll look into grabbing the CVS source and building it myself.

I know FSAA works, though, as I recently downloaded the (PPC) build of GLQuake which newly supports FSAA, and it runs beautifully, barring rosetta input slowdowns.

I'll let you know.

29  Java Game APIs & Engines / JOGL Development / Re: Antialias and glAccum slowness (Just me?) on: 2006-03-07 07:56:57
Thanks for that tip.  Apparently, no, it doesn't work.  I checked the demo and the source, and the source is what I've been trying, and the demo doesn't run correctly, because there's no AA in the one that's supposed to have it.  Has anyone seen this on MacOS X before?  Seems like someone ought to address this, either at Apple or elsewhere...  Now I guess I'd better write a Cocoa app to check whether or not my mac will do it at all...  I checked the OpenGL Driver Monitor, and it says that Multisample is available, Max Sample Buffers = 1, and Max Samples = 6...

That seems like it should be able to do it, yes?  Also, I know that WoW can do some kind of AA that they call MSAA...?  Any idea how that's done, perhaps?  Or why Blizzard doesn't use FSAA?

30  Games Center / Archived Projects / Re: Rimscape on: 2006-03-07 05:05:37
Here's a new system for ya'.  I'm running one of the iMac 20" Intel Core Duos, and the game runs fine, allowing that I run in Java2D mode.  I get around 27+ FPS running fullscreen at 1680x1050. ^_^  I'm gonna just try and get an Intel build of the LWJGL for me to try it with OpenGL.

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