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1  Games Center / WIP games, tools & toy projects / Re: Making a game with Euphoria Engine - A Cross Platform Game Engine on: 2016-03-14 15:02:42
Added two new demos to youtube!
<a href="http://www.youtube.com/v/ck8ZETgYTcc?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/ck8ZETgYTcc?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/-75Dv1oHyBI?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/-75Dv1oHyBI?version=3&amp;hl=en_US&amp;start=</a>
2  Games Center / WIP games, tools & toy projects / Re: Making a game with Euphoria Engine - A Cross Platform Game Engine on: 2016-03-10 12:21:41
Usually it's something like this with the leaves:
1  
if(color.w < 0.5) discard;
3  Games Center / WIP games, tools & toy projects / Re: Making a game with Euphoria Engine - A Cross Platform Game Engine on: 2016-03-09 00:14:08
Update! I've been working really hard to create a good demo for a Kickstarter soon, So here are some pictures of the level at 1440p.
Took me quite some time to make and or find good enough models and textures.





And a little video of a head bust.
euphoricgamer.eu/bust%20demo.mp4
4  Discussions / Miscellaneous Topics / Re: Realistic graphics -- how can it be achieved? on: 2016-02-21 20:15:38
@ABOODYFJ, also add to those two months the likely many many years it took you to build up the knowledge to implement said features in your engine and coming up with an architecture/design of the system that supports this.
You cannot simply come here and say "people, it is possible to develop a game engine like this in two months." This is just eyewash, and will end up in people less experienced than you to be frustrated about why their development usually took years and not two months.
Doing something like this always involves building countless demo programs, reading countless tutorials/articles/specifications, writing countless little games and "engines" and throwing them away afterwards and learning from that experience. And you likely built up on existing work/code/frameworks which you or others have built in the past. So when reading posts like this, people really should not take that "from scratch" literally. And I think most developers here are jaded enough to know that.

I am also just thinking about that it took two dedicated people one full year to even develop a linear algebra library that has now become a little bit above "barely useful" for game development and finally found its way into different game projects.
Adding on what @EgonOlsen said, I'd like to see how much time and effort you are going to invest in the future into your game engine so that it becomes usable and used by game projects.

You just cannot imagine with how many use cases and requirements you are going to be bombarded with, once someone decides to actually use your engine/framework. Smiley
THAT is when you should start measuring time and effort.

Well I really don't have years of experience. I wanted to build something, So I read about the subject, Whenever I couldn't figure something out I'd try to find a solution for it and I did. And I'm already using my engine for a game demo that I'm making, The only hurdles are things that I haven't implemented and I'm not really interested in implementing them anyway because they can easily be added via script, The less pre-built features, The more dynamic an engine is because then it is not designed for a specific type of game.
Overall my answer was from my experience, What OP was asking is if it's possible. And it most definitely is. You don't need to have years of experience if you can learn fast.
5  Discussions / Miscellaneous Topics / Re: Realistic graphics -- how can it be achieved? on: 2016-02-17 22:02:35
Depending on how much effort you put in you can do it within two months. I built my whole engine from scratch within two months. It has all the features listed above and many more. Some of the people saying it would take 20 years or more for one person are just undedicated. Of course you still need good graphics designers and animators/riggers to bring your games to life. But it's not far from the scope of reality to do such games in a one man studio. Sure it might take longer eventually but it's very possible.
6  Games Center / WIP games, tools & toy projects / Re: Making a game with Euphoria Engine - A Cross Platform Game Engine on: 2016-01-27 03:15:41
Nice game engine! Just to let you know, if you want to add a lens flare effect, you can convert the sun's world co-ordinates to screen co-ordinates, then you calculate the corner which the sun is in. Once you've done that, you can draw the flares in the opposite corner.

Thanks! And yea it's pretty simple Smiley
7  Games Center / WIP games, tools & toy projects / Re: Making a game with Euphoria Engine - A Cross Platform Game Engine on: 2016-01-22 20:58:19
@CopyableCougar4
That's not what I meant, I did not mean it that way. I meant that there are people who like to stomp on peoples ideas.

I wasn't making a commercial engine, I'm not giving this to anyone else. I made it so that I can make my own games, The whole feud was that when I came here originally I asked for a graphics designer to team up with me, Someone to help me make assets for my game. But people started "giving their advice" which just sounded like hate to be honest. The thing is, I know what I want, And what I'm capable of, And I did not need a commercially available engine. People shouldn't be making assumptions and thats pretty much it. But anyway I did not mean to come off as rude as that's not what I meant.
8  Games Center / WIP games, tools & toy projects / Making a game with RED Engine - A Cross Platform Game Engine on: 2016-01-22 20:23:48
About me:
I am an 18 (19 in a month) year old programmer living in Germany, Fluent in Java, I have been programming for approximately two years now. My first ever game that I made from scratch is on this website (Vera), It was a voxel game that I made using LWJGL, But also
my first game, I learned so much about programming when I made it as when I started working on it I have only been programming for around 2 months.
After I made the game I was very happy with myself and eventually stopped programming and went in a different direction. But last year I was watching Pewdiepie, And watched his old gameplay of The last of us for the first time. I was so inspired, The game, the story, The environment, Was so beautiful. I found it very inspiring, So that gave me a push back into programming, So I set a goal for myself to build a game engine. Something I can use to create games whenever I want without the hassle of paying royalty fees, and of course, the bragging rights Wink
I had to learn how to make my own models in blender as I really couldn't get any help online.
I still can't make any great looking models though for the life of me...

The engine:
The engine is a cross-platform engine created with Java using the OpenGL API, The engine is made with a variety of built in tools to make the game creation process easier and less time consuming.
The engine launches in only one window, The game window. And from within the level editor tools are integrated inside the engine, And can be used
to create levels however big the level designer desires.
The engine currently has these features built in:
- Normal mapping
- Displacement mapping
- Specular lighting
- Custom lightweight animation files
- Custom lightweight object loading files
- Bloom
- Shadows
- Anti Aliasing
- Built in 3D particle system
- Volumetric Light shafts (using lit particles / post processing effect)
- Built in vegetation engine
- Built in terrain engine
- Built in physics engine
- Custom shaders
- Custom scripting language
- Custom Java to script converter

The engine is very easy to use, And it uses a custom data format to save/load levels which is very lightweight and fast. But it also makes it very easy to mod games/levels without using third party tools.
Current supported platforms: Windows, Mac, And Linux.
Currently there is no OpenGL ES support, But I will be adding it in the future.

The base rendering engine took me 2 months to build, But with time I started adding more features, The total time spent on the engine (excluding breaks) is about 7 months (at May - 2016).
Pictures and Videos:

<a href="http://www.youtube.com/v/yNjHxzMWNNM?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/yNjHxzMWNNM?version=3&amp;hl=en_US&amp;start=</a>

<a href="http://www.youtube.com/v/ck8ZETgYTcc?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/ck8ZETgYTcc?version=3&amp;hl=en_US&amp;start=</a>




More coming soon...

Alright so this post is going to be a journal of my game that I'm creating with the engine.
9  Discussions / Community & Volunteer Projects / Re: Starting a team (Music Composer, Developer, 3d designer, and writer needed) on: 2015-03-18 11:15:17
@Soul Foam
Like I said, (And showed) I already have an engine, It works just fine. And it's ready to make a game, That is not "A business idea", That's the infrastructure for a building.. So i'm not asking anyone to "build me a building" I am asking someone to lay the final layers of paint; I am only asking for someone to help me with Graphics design as you have noticed.
I am done replying to these stupid comments.
You are either trying to blind yourself so you can leave a meaningless comment, Or are just stupid and cannot read and understand basic English.
10  Discussions / Community & Volunteer Projects / Re: Starting a team (Music Composer, Developer, 3d designer, and writer needed) on: 2015-03-17 14:18:59
Just a note: people who've been around the game development communities for a while have seen a lot of such postings, and also seen a lot of such attempts to form a team, fail.

But it can work, I also saw that - even by a person who had no development skills at all, neither programming, nor sound nor gfx. But he was a brillant motivator and manager.

I'm just trying to explain why you see so much negativity here. Added on top, that you are using a selfmade engine, which usually is another indication of problems. Most of the existing engines out there include many man-years of work, and you'll have to convince people that you could write somethign as good or better in less than two months.

As a programmer, or graphics artist, I feel also hesitent to join such offers, unless someone has a good history of interestinmg projects. Don't need to be successful, but kind of "prrof of concept" works, so that I can develop some faith in your skills, that you can pull it off, and that I'm not working "as hard as you" for some years just to see it going dopwn the drain. On the other hand, 90% of all hobby projects go that way (mine, too).

You must get into the role of a motivator, mediator and manager. Tell why your project will be a success, why it will be fun and good to join your team, and what you'll do better than the others, so your idea will not be in the 90% that, you know, just drie out and die in some weeks, months or years ...


I get what you're saying, And thanks for delivering your point without being so offensive.
But that's why there's a "private message" button; All of the problems that everyone listed could have been fixed by straight up contacting me,
I would show what I've worked on in the past, I'd show where I currently work.
Id tell you the concept, etc..
And if we agreed we could be bound by a contract which is why people needed to be 18.
It doesn't need to be that hard, I guess people in this website don't have much real life experience.

Demo was up, My other projects where also on my profile page.
11  Discussions / Community & Volunteer Projects / Re: Starting a team (Music Composer, Developer, 3d designer, and writer needed) on: 2015-03-17 14:03:57
this is the problem with "programming" "communities", They're hardly a community, It's mostly people stealing from each other

Says the guy demanding free labor...

And if they can't find something to steal they hate.. In the end it was wrong of me to ask on such a forum, The result was pretty obvious, People are gonna try to sound like smart asses.. geez..

I've honestly been trying to help you. I don't think anything I've said was unreasonable. Your reaction has shown more than any demo possibly could.



Making a demo would kill the purpose of a demo, I don't have good enough assets to put in the engine and show a good demo..

Flip the roles: Say I'm an artist, and I tell you that "all I need is a programmer to make a game, I can make the art. I expect you to work 6 hours a day."

Wouldn't you want to see some of the other art I've done? Wouldn't you want to see some proof that working for me, for free, would be beneficial to you? If I reacted to that by calling you stupid, would you want to work for me? That's all we're asking. If you can't do that, then you aren't ready to lead a team. There's nothing wrong with that.


Geez people in here are so dumb..

Ah, there it is. Good luck. I'm sure you'll go far with your attitude.

1: Communities "HELP" eachother.
2: Read the title; Not looking for advice, Not yours in particular.
3: I would just contact them and ask instead of bash on them and then say I was being "constructive" when I really don't know the person i'm talking to.
12  Discussions / Community & Volunteer Projects / Re: Starting a team (Music Composer, Developer, 3d designer, and writer needed) on: 2015-03-17 13:58:26
Your first comment was far from constructive, So you come of as a non constructive hater, So therefore I tell you to go read something else.
Some things are better discussed privately, For example, Why would I want to show work to people that are not interested in the project ? If someone is interested in such a thing they could contact me and talk to me and see where I'm coming from, They can then see my "framework" and my "portfolio and previous projects"..
But you become offensive and you don't want me to be defensive, Doesn't make sense really.

And if you keep thinking that your perspective is the only "right" one, Then you're in for a harsh awakening.
13  Discussions / Community & Volunteer Projects / Re: Starting a team (Music Composer, Developer, 3d designer, and writer needed) on: 2015-03-17 13:47:49
@Rayvolution
Calling me lazy is just straight up insulting me. How do I come off as lazy ? If you noticed I didn't ask for a programmer.. Only a graphics designer (Just because I want my game assets to look good doesn't mean I'm lazy), Assets don't put themselves together you know? I'm gonna be loading them in my engine, I'm going to be working on the game mechanics, I already stated that; A game is a collaborative effort, Not a one man job.
But I don't get why you see that as lazy.. Honestly I don't care, But this is the problem with "programming" "communities", They're hardly a community, It's mostly people stealing from each other, And if they can't find something to steal they hate.. In the end it was wrong of me to ask on such a forum, The result was pretty obvious, People are gonna try to sound like smart asses.. geez..

And @everyoneelse Making a demo would kill the purpose of a demo, I don't have good enough assets to put in the engine and show a good demo.. But here's a preview..

http://youtu.be/TGtsQzQ7R-Q

Geez people in here are so dumb..
14  Discussions / Community & Volunteer Projects / Re: Starting a team (Music Composer, Developer, 3d designer, and writer needed) on: 2015-03-17 13:39:57
This seems to be a another "bash anyone who asks for people to join their project" thread! What a fun and encouraging community there is here.  

This is a technical forum. The primary goal is not to be fun and encouraging- it's to be technically accurate. The fun and encouragement come second.

There's a huge difference between "bashing" and giving somebody constructive criticism and feedback.

Nobody's asked what kind of game the OP wants to make. If it sounds interesting the exact tech and team structure would be of secondary interest and I would want to hear more. If not I could have been out of this thread after the OP and skipped all the negativity.

We shouldn't have to ask. Let's say I posted a job offer that went like this:

"I've invented a new management system. I just need a receptionist, a salesperson, and a manufacturer. You will NOT be paid, but you will have to be between the ages of 30 and 35, and you will have to work A LOT."

How many people would apply to that job? Would you then say "well c'mon guys, nobody even asked him what his business was going to sell"? Would reactions telling me that I was approaching job offers incorrectly be considered "too negative"?

It actually does make a difference, Especially that you did not take the time to talk to me privately and understand what my plan was. Although you did give me *some* constructive criticism, Most of what you have done was "bash" on this thread. So please stop trying to be "helpful" because you're not, If you don't like what you read, You can read something else.
15  Discussions / Community & Volunteer Projects / Re: Starting a team (Music Composer, Developer, 3d designer, and writer needed) on: 2015-03-16 17:54:08
@EgonOlsen The problem here is that no one seems to understand what I said, My engine is already built, It is pretty generic, It is not in the build phase, It is DONE, I even used it to make a few test levels. Putting all that aside, It is not my first game that I made, I made others, I'm experienced in the field, But there is no reason for me to use Unreal Engine which takes 5% royalties (Even though they say it's free) And same goes for unity. They're not as flexible as I want them to be and my engine is good enough for my game idea...
16  Discussions / Community & Volunteer Projects / Re: Starting a team (Music Composer, Developer, 3d designer, and writer needed) on: 2015-03-16 15:46:44
I have a different method of doing animations (instead of skeletal)

What's your method? This is genuine curiosity, not skepticism.

http://en.wikipedia.org/wiki/Morph_target_animation. The reason of which I didn't implement skeletal animation is because I don't know how to animate objects in blender.. So it would be a waste of time implementing something that I wouldn't use lol.
17  Discussions / Community & Volunteer Projects / Re: Starting a team (Music Composer, Developer, 3d designer, and writer needed) on: 2015-03-16 14:10:09
No it doesn't, And I don't need it to, Because I have a different method of doing animations (instead of skeletal), So I don't get why you're so mad,
Why are you so mad buddy ?
18  Discussions / Community & Volunteer Projects / Re: Starting a team (Music Composer, Developer, 3d designer, and writer needed) on: 2015-03-16 12:10:48
It does import obj files
19  Discussions / Community & Volunteer Projects / Re: Starting a team (Music Composer, Developer, 3d designer, and writer needed) on: 2015-03-16 11:53:04
If you are looking to create a game, please don't use your own custom engine. I suggest you go and use UE4 or Unity since they are free as off not too long ago.


Why would I not? It works just fine, Why would I use a third party engine that doesn't suit my exact needs ?
20  Discussions / Community & Volunteer Projects / Starting a team (Music Composer, Developer, 3d designer, and writer needed) on: 2015-03-16 11:29:56
Hello everyone, I have spent the past month and half creating a beautiful game engine, and I was done with the core engine a few days ago, It is 100% ready to be used to make a beautiful game and here are some of it's features:-
-The engine makes use of openGL 3.0+, So no deprecated stuff.
-Dynamic lighting
-Specular mapping
-Depth mapping
-Normal mapping
-scripting (Using a custom scripting language written entirely by me)
-project loading (No need to code everything inside the engine, It can be used as a loader for a project made in an external editor)
-Also currently working on an editor for it(side project)

So I'm currently looking for people who can fill these roles:-
-I'm looking for a composer, Someone who can write me music for the game.
-I'm also looking for a 3D designer, Someone who can make me some objects that I can load into the game.
-A writer, Someone who can help us with the story.

As for payment: I do not have any money to pay right now. But we can discuss a share of game profits once the game is commercially available. So if you are ok with that and have faith in such a project, Then we can work something out!

Some requirements:-
-You must be at least 18 years old. (If you want to get a share of game profits).
-You must have skype and be able to get on it frequently.
-You must be able to work just much as I do on this, And I work a lot. (I know this is a lot to ask)
-You must be an honest person.



Demo: http://youtu.be/TGtsQzQ7R-Q

Please contact me if you're interested.

Hopefully we can do something great together Smiley
21  Games Center / Showcase / Re: Vera - Alpha (With download) on: 2014-12-27 00:51:48
Well, I can see why he used them, because they're still about twice as fast when compared to VBOs (I don't know about VAOs, I've never used them because my laptop doesn't support them).

That's true, Plus I really wanted to experiment with the deprecated LWJGL features, I have another project that I'm using VBO's with, VBO's are much better once you learn how to use them.
22  Games Center / Showcase / Re: Vera - Alpha (With download) on: 2014-12-27 00:48:57
Very nice looking mc clone! What algorithm did you use for your terrain generation? also i need some help on mine if you can show me where you learned how to do chunks and generation. I used diamond square for mine, and its very limited so i need a tutorial on whatever u used:)

Hey thanks! At first I was using 2D perlin, But then I changed to 3D simplex because it's smoother and you can also make caves/ores/water pockets... etc.. but I never published the simplex version as I never finished tweaking it, I got busier and got injured in my hand so I stopped using the computer overall haha.. I might put the updated version later on the next month, Idk, If you need help feel free to PM me and I can help you out with your game as I didn't really follow a tutorial, All the code is mine Smiley
23  Games Center / Showcase / Re: Vera - Alpha (With download) on: 2014-10-22 00:29:42
Hey you should fix this, If you break the bedrock and fall you never die, Maybe add health features items and death?

Clicking T would send you back to spawn, Clicking F will enable flight.

If you were able to start the game and now it's crashing then delete the .vera folder in appdata, ( you can keep your world file from the saves )..
Hope that helps!
24  Games Center / Showcase / Re: Vera - Alpha (With download) on: 2014-10-16 20:41:21
Its really good for the beginnig! I have a question are you ready to give me the source code I just want to learn from it. Would be really nice ! Cheesy

Thanks! I can't really give you the source code but I can help you make an engine, I am probably going to post a youtube video series on how to make one.
25  Games Center / Showcase / Vera - Alpha (With download) on: 2014-10-15 05:18:48
<a href="http://www.youtube.com/v/6spZs0UGbDk?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/6spZs0UGbDk?version=3&amp;hl=en_US&amp;start=</a>

This is an alpha version and my first official public release Cheesy
I have been working on this game for a few months now as a fun learning project, And I learned a lot Smiley
There might be crashes or weird bugs, I haven't encountered any major issues though.

The main inspiration for this is minecraft and legos, My favourite toy. But there are still a lot of things to be implemented to it for it to meet my vision.

The world is grown from a seed either chosen by you or the system, Choosing the same seed twice will give you the same world, The seeds range from -9223372036854775808 to 9223372036854775807 so there's a lot of possibilities:P
The game is created in java + openGL and is my first game I ever created, All code is created by me, From collision detection to ray tracing, Making me proud but also sure of some possible bugs xD

Quitting will result in automatic save, Restarting will overwrite the existing world ( back up can be found at ./vera/saves/pizza in your appdata folder ).

The FPS is pretty good for me (600+ if I'm not recording), But if you are having some issues then please do inform me.

CONTROLS:
-WSDA to move, Space to jump
-Mouse to look around
-Left click to break block
-Right click to place block
-Left Control + Left click to pick up block
-E to get the same block you're looking at (without breaking it)
-F to enable/disable flight
-T to teleport to the middle of the map
-Up arrow to switch between the possible blocks
-Tab to enable/disable the debug screen (will increase fps)
-F1 to enable/disable crosshaire
-Escape for menu, Quitting will automatically save the world.


FUTURE FEATURES:

-Larger worlds and a finite but extremely large world.
-caves
-occlusion culling
-Shaders ?
-the blocks in my spritesheet.
-mobs
-psuedo-random mobs
-psuedo-random planets
-quests
-world designing software
-a modding api
-and multiplayer!



CURRENT FEATURES:

-Frustum culling
-face culling
-ray tracing (my own implementation).
-collision detection (my own implementation).
-mobs
-psuedo-random worlds with a seeding system
-biomes
NOTE: I would have added occlusion culling but I forgot to do it and remembered after I compiled the game xD



Download links:
ADFLY: http://bit.ly/veraadfly15
DIRECT: http://bit.ly/veradirectv15
Youtube channel where updates will be posted: http://www.youtube.com/ABOODY006


Hope you guys enjoy it, And please give me some feedback Smiley
26  Games Center / Contests / Re: Ludum Dare 30 (Next Weekend) on: 2014-08-18 15:55:27
I'll probably do it if I have the time Smiley
27  Game Development / Newbie & Debugging Questions / Re: Voxel game bad-ish fps on gaming computer and high fps on laptop!?! on: 2014-08-18 10:49:02
if you are using immediate mode rendering, then that is your problem, and if you want to make a 3D sandbox game, you should probably look into VBO's.

Though, there's still a small chance you could improve performance.

make sure you only start one draw call ( GL11.glBegin() and GL11.glEnd() ). you want as little as those calls as possible, and have all your textures in a one texture, so you don't have to keep rebinding different textures.

if you have already done that, then either make your world render less blocks, or exactly what you should do, learn a more modern OpenGL approach.

Hello, Thanks for the reply, I have actually never understood how to use one draw call, The way I render right now is check the type of block at the x, y, z coordinates and render a block accordingly ( with one draw call it draws the specified faces ), But that is a draw call/per block. I actually tried making a draw call /per chunk, which worked out pretty well except that it wouldn't bind any texture, It would just use the texture for the mob that I had in the game, And the reason for that ( I think ) is that it would try to use one texture per/chunk which would be bad, So if there is anything than i'm missing then please point me to the right direction Tongue

Thanks for your reply!
28  Game Development / Newbie & Debugging Questions / Voxel game bad-ish fps on gaming computer and high fps on laptop!?! on: 2014-08-18 10:25:08
Hello, So I have been working on a voxel engine for the past couple of weeks, Got too lazy and stopped working on it, So in the past few hours I fixed everything and now have a working jar of it, The game generates the world in chunks of 96*64/89*96 and then it merges all the chunks together to bring you the final result, When you walk a block it renders an extra block to the direction you're going and stops rendering one block behind, I am pretty happy with the result, But feel like I can do much more. I am still new to lwjgl though, And yes I am using the old deprecate methods, Don't even mention modern openGL, I don't want to learn it yet.

The engine currently only draws faces pointed towards you ( or so ), Also faces that are hidden by air are not rendered, Uses height-maps ( can make your on maps as well with photoshop. ), renders only around you ( so that it doesn't keep excess information in the memory ), The world is NOT procedurally generated, It is actually when you start the game, And then only renders it around you, Currently has a limit for the world, But planning to make a simple level saving system so that I can get the block info from, Currently only using immediate mode to render, I find it to be the easiest. Very simple ( and bad ) collision detection, Very simple ( and REALLY bad ) block selection system ( uses your rotation ), And no frustum culling.

Right now I am getting around 90 - 20 fps on a desktop gaming computer ( which renders minecraft at 100+ fps ), When I ported the game to my old mac book pro laptop I was astonished to see that it renders at around 240 - 100 fps, Although it used to render minecraft at 60 - 50 fps..

So why is that ? Is there any way for me to check ? Because right now I really don't understand what's going on, And any tips on improving the engine overall ?
Thanks!
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by mudlee
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