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Java Game APIs & Engines / Java 2D / Re: JDesktopPane fullscreen GUI
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on: 2004-09-30 01:09:40
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I found a way to stop the flashing the JInternalFrame at the top left corner by using a DesktopManager and setting the JInternalFrame to not visible when moving/dragging... It's probably flashing still but since it's invisible, you can't see it ...
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Java Game APIs & Engines / Java 2D / JDesktopPane fullscreen GUI
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on: 2004-09-29 17:34:04
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Hello,
I am having trouble with JDesktopPane active rendered using BufferStrategy in fullscreen. I have two questions...
1) How would I draw my game as the background of the JDesktopPane... The only way I can think of is to render the JDesktopPane to a BufferedImage and just render this last on top of the game.
2) Dragging and dropping internal windows seem to make the internal window flash on the top left of the screen at location 0,0 while I'm dragging it... How can I stop this flashing?
Thanks,
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Java Game APIs & Engines / Java 2D / How to play movie in fullscreen?
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on: 2004-05-11 03:46:38
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I am using bufferstrategy in full screen exclusive mode. How would I render a movie (ie.. avi file) as well as hear the sound within my drawing loop? I just need guidance, suggestions, no code necessary.
The only way I can think of to do this is to split my avi up into many jpg files for each frame... and then hopefully time the frames to play at a steady rate, while playing playing the music using Applet's AudioClip...
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Game Development / Game Play & Game Design / 3d world
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on: 2004-04-23 17:06:33
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How would one implement wrapping a flat 3d world so that it simulates being on a sphere? Ie.. you would run forward and be able to run forever because it wraps around. I want to implement it this way because I want the world to be flat... but also ... to loop. It's hard to explain! It's like the old flying astroid game where you fly up and suddenly appear on the bottom so you can fly straight forever. But since this is 3d, you should be able to render the stuff on the bottom of the world when you are near the top...
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Java Game APIs & Engines / OpenGL Development / Difference between lwjgl and...
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on: 2004-04-22 14:11:50
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I was looking at the site and it looks like lwjgl is just jogl, joal, and jinput. Is there anything else in lwjgl?
I don't see why I shouldn't just use jogl, joal and jinput by themselves. It looks to me like lwjgl is just packaging a bunch of things together. :-/
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Java Game APIs & Engines / Java 3D / need help with java 3d characters
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on: 2004-04-21 16:07:51
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I need help with how to implement skeletal animated 3d characters in java 3d scene graph. Would each animated body part be a seperate geometry controled by an interpolator?
Or maybe there's a way to get one mesh and have interpolators act upon only some vertices of that mesh?
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Add your game by posting it in the WIP section,
or publish it in Showcase.
The first screenshot will be displayed as a thumbnail.
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