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1  Java Game APIs & Engines / OpenGL Development / Re: The new LWJGL 0.96 timer on win32 on: 2005-04-21 02:11:24
For me it runs smooth with both Timers,
i test it on XP sp1.

- jens
2  Java Game APIs & Engines / OpenGL Development / Re: AWTGLCanvas using in Swing on: 2005-04-06 19:59:34
Hi again ,

strange things going on there:

When i change the glClearColor to a Random Color the background  will change randomly, but the Gears will not drawn ....

Anyone know how to setup GL again ? It should be done in componentResize ..but it do now work for me, maybe someone has an example ..

Sorry for flooding the board,
Jens

3  Java Game APIs & Engines / OpenGL Development / Re: AWTGLCanvas using in Swing on: 2005-04-06 14:54:15
I Tested a bit more whats wrong, for me it seems that i lost the Draw Context when removing the Canvas, but im not able to restore it,
the API Doc to makeCurrent in AWTGLVCanvas:

makeCurrent

public void makeCurrent()
                throws LWJGLException

   Make the canvas' context current. It is highly recommended that the context is only made current inside the AWT thread (for example in an overridden paint()).

   Throws:
       LWJGLException


Looked at the LWJGL Sources paint(Graphics g) is declared as final,and seems to do what i tried ..setting the GL Context again,so i was not able to overwrite it ...

Also i implemented componentShown(...) and componentRemoved(...)..this Methods will not invoked when my canvas should show up again. The Shown Method should be called when adding the Canavs again, maybe a bug  (But not responsible for my prob. )  Huh

Anyone can help ?

thx,
jens
4  Java Game APIs & Engines / OpenGL Development / Re: AWTGLCanvas using in Swing on: 2005-04-05 14:02:26
Ok, there is the Code that do the Switch between
both Views when user hits a Button:

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public class PlaylistSpectrumPanel
      extends JPanel implements Toogleable
{
  private static Logger log = Logger.getLogger(PlaylistSpectrumPanel.class);

  /**
   * The Spectrum Panel
   */

  private final SpectrumPanel spectrumPanel;
  /**
   * The Playlist Panel
   */

  private final Playlist playlistPanel;

  private boolean isSpectrumShown = true;

  private ServerPanel serverPanel = new ServerPanel(new ServerTable());

  private JComponent lastFileView = null;

  private final AWTCanvasTest awtCanvas;

  public PlaylistSpectrumPanel(AWTCanvasTest awtCanvas, SpectrumPanel spectrumPanel, Playlist playlistPanel)
  {
      super();
      this.spectrumPanel = spectrumPanel;
      this.playlistPanel = playlistPanel;
      this.awtCanvas = awtCanvas;
      setLayout(new BorderLayout());
      add(awtCanvas, BorderLayout.CENTER);
      lastFileView = playlistPanel;

      System.out.println("awtCanvas.getPreferredSize():" + awtCanvas.getPreferredSize());

  }

  public void toogle()
  {
      toogleSpectrum();
  }

  /**
   * Switch between Spectrum and Playlist view
   */

  private final void toogleSpectrum()
  {
      if (isSpectrumShown)
      {
        //remove(spectrumPanel);
       remove(awtCanvas);
        add(lastFileView, BorderLayout.CENTER);
        awtCanvas.donotShow();
      }
      else
      {
        remove(lastFileView);
        switchView();
        //add(spectrumPanel, BorderLayout.CENTER);
       add(awtCanvas, BorderLayout.CENTER);
        awtCanvas.showAgain();
      }

      isSpectrumShown = isSpectrumShown ? false : true;
      revalidate();
      updateUI();
  }

  private final void switchView()
  {
      if (lastFileView.equals(playlistPanel))
      {
        lastFileView = serverPanel;
      }
      else
      {
        lastFileView = playlistPanel;
      }
      System.out.println("New View:" + lastFileView);
  }


}



Actual the SpectumPanel isnt used by this example,
AWTCanvasTest is the GLGear Test from LWJGL Examples (the heavyweight canvas), with this extension:

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  public void showAgain()
  {
      canvas0.setVisible(true);
      canvas0.addNotify();
  }
 
  public void donotShow()
  {
      canvas0.setVisible(false);
      canvas0.removeNotify();
  }

5  Java Game APIs & Engines / OpenGL Development / AWTGLCanvas using in Swing on: 2005-04-05 13:03:07
Hi,

i allready included a well working version of the AWTGears Demo as a Test in my Swing App. Looking at the CPU Usage i like it very much Smiley
Now i would like to include it more in my new Project, but i have trouble with that AWT/Swing mixing in this case: I displayed a AWTGLCanvas, later the user clicks on a button and the Canvas will disapear(removed from JPanel), when the user clicks again the canvas will be added again to the JPanel, i also see that the Thread is running and outs the FPS each 5 Seconds but i cannot see any Gears again, the Panel remains black.Can someone give me a hint what to do ?

May i have to save the GL Context ?

Stay Tuned,
Jens

6  Java Game APIs & Engines / OpenGL Development / Re: OpenGL GUI on: 2004-12-17 19:59:25
Did not read the whole thread:

But take a look at this attempt : www.gui3d.org

Made by a friend, it has basic LayoutManagers
Buttons Labels, Scrollpane + Scrollbars etc..
ActionListeners etc.. the whole is very swing'ing
to code.

- Jens



7  Java Game APIs & Engines / OpenGL Development / Re: midi or other background music alternative on: 2004-11-03 11:36:21
Playing a Midi isn't hard at all:

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    try
   {
          Sequence midi = MidiSystem.getSequence(new File("Blue_Monday.mid"));
          Sequencer player = MidiSystem.getSequencer();

          player.open();
          player.setSequence(midi);
          player.start();
   }
   catch (IOException e)
   {
         e.printStackTrace();
    }
    catch(InvalidMidiDataException e)
    {
         e.printStackTrace();
    }
    catch(MidiUnavailableException e)
    {
         e.printStackTrace();
    }
  }


I do not tested it under 5.0 but it runs fine under 1.4.2.
Stay Tuned,
Jens


8  Java Game APIs & Engines / OpenGL Development / Re: Question: depth of field / motion blur effect on: 2004-10-23 19:35:48
Yep, right i forgotten this.
I saw somewhere that also pbuffers can be used - but pbuffers are not
well supported yet. This will bring up some more fps.

-jens
9  Java Game APIs & Engines / Java Sound & OpenAL / Re: Pop at the end of playback on: 2004-10-22 15:26:04
Well, as we cannot look into winamp's sourcecode, im quite sure
that winamp will do a fadeout by itself. At least winamp 0's
the last byte it plays - this is not hearable even in a samplerate
of 8KHZ. I do not know why you flood the forum with you code, simple
write a small testcase for your needs - and judge for yourself.

Stay Tuned,
Jens
10  Java Game APIs & Engines / OpenGL Development / Re: Question: depth of field / motion blur effect on: 2004-10-19 15:53:25
HI,

this can be done when rendering into a texture. The Nehe Tutorial
Nr: 36 shows a Radial Blur. I ported this to lwjgl (0.7) you
can found it there Nehe 36. If you like i can send you the source.

Stay Tuned,
jens


11  Java Game APIs & Engines / Java Sound & OpenAL / Sound Clipping on: 2004-10-08 09:09:36
Hi,

i tested JamP under Mandrake 10.1 with Java 5.0 SDK on a Sound Blaster Live and i get cracks/clipping when volume is over about 75%. Anyone else have similar problems ?


Stay Tuned,
Jens


12  Java Game APIs & Engines / OpenGL Development / Re: FMOD Spectum on: 2004-10-02 16:05:28
Ok, first of all i was a Greenhorn, one of my paths pointed to a wrong version. Thx matzon for you help Smiley

I currently mising some Method in the LWJGL FMOD API:
FSOUND_DSP_SetPriority(....);

http://www.fmod.org/docs/HTML/FSOUND_DSP_SetPriority.html

I found out that the values returned by the getSpectrum method are scaled by the current volume level. So it would be handy to shift the default FFT unit in the DSP Chain.

Are there plans to add it ?

-jens


13  Java Game APIs & Engines / OpenGL Development / Re: FMOD Spectum on: 2004-09-30 07:12:27
I tested it under both maschines there at home,
both runining sdk_1_4_02_05-b04 under
win2k and xp. i checked my paths and so on,
all seems to be point to the new version.

- jens


14  Java Game APIs & Engines / OpenGL Development / FMOD Spectum on: 2004-09-30 06:06:07
Hi,

i made some tests to get the spectrum of a mp3,
it seems to work first. But the values containing
in the returned Buffer did not range form 0-1.0f
as written in the FMOD API . Im taking about :
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public FloatBuffer FSOUND_DSP_GetSpectrum()


Did someone also get this "wrong" floats back ?
I build the lastest avaible files from CVS!

- jens
15  Java Game APIs & Engines / OpenGL Development / Re: Win 32 native build on: 2004-09-28 21:59:23
Thanks for the fast feedback,i will give a try the vc++ toolkit.

- jens
16  Java Game APIs & Engines / OpenGL Development / Re: Win 32 native build on: 2004-09-28 19:04:07
Installing VC 6 is something big,  i would
prefer gcc.

Is there any special thing to take care off ?

- jens
17  Java Game APIs & Engines / OpenGL Development / Win 32 native build on: 2004-09-28 18:35:25
Hi,

i would like to build the native lwjgl'dlls what compiler
is used under win32 for that ?

- jens
18  Java Game APIs & Engines / OpenGL Development / Re: FMOD SoundStream errors with Webstart on: 2004-09-24 14:39:47
Thx,

i will have a look, if it runs i will post my url too, it should
then also support linux aswell.

- jens
19  Java Game APIs & Engines / OpenGL Development / Re: FMOD SoundStream errors with Webstart on: 2004-09-24 01:44:44
Grrrr,

today i made my first runnable webstart fmod player for win,
it was successfully tested by a friend without the nasty copy the dll into /bin dir trick. All native code was stored in a single jar including fmod.dll.
I also added
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<property key="java.library.path" value="."/>


into the .jnlp file, and all was good Smiley

Well, after that i expanded my ant script to get also the linux version out of it. Then i added the linux resources into the .jnlp. After that Murphy came up again and i get again this java.lang.UnsatisfiedLinkError: no lwjgl-fmod3 in java.library.path error. Why the heck ?

Last to say i build the lwjgl jar's out of the CVS (updated last hour).

I know it was running also by a friend of mine, did someone had an idea what's wong ?

- jens



20  Games Center / Archived Projects / Re: LWJGL Engine Test /w FMOD - Windows Only on: 2004-09-22 23:21:48
Hi,

i made today a CVS Build (without native.libs) and the fmod error still exists Sad

- jens
21  Java Game APIs & Engines / OpenGL Development / Re: FMOD SoundStream errors with Webstart on: 2004-09-16 15:48:26
I know most of this problematic, i allready made some test, but
the String returned from getResource(ref) points to a URL containing "c:/blaba.jar!/your/inner/path/music.mp3" and Fmod
cannot load this, as it use its internal load mechanism (note the:! ).
I also tried to load it through Buffers, and it did'nt work yet, i will soon dig more into that. Basicly all you have to do is a Threaded reading and stuff that into the Buffer passing it to FMOD. Please note that not all your questions can answered there fmod.org forums may also some good info.

- jens
22  Java Game APIs & Engines / OpenGL Development / Re: FMOD SoundStream errors with Webstart on: 2004-09-16 13:04:40
Yep,

i allready tested serveral things in FMOD, most work.
Open via Buffer i havent tested yet

Did someone successfully made a call to FMOD.create()
within Webstart ?

I allways get a Unable to load fmod.dll Error. i put the fmod in all of my jars,  it did'nt  work.

- jens
23  Java Game APIs & Engines / OpenGL Development / Re: FMOD SoundStream errors with Webstart on: 2004-09-16 05:12:38
Hi,

you dont need to convert your Buffer, passing it
over to FMOD should work. Either you can load
the mp3 complete into memory via NIO, but
beware to allocate more than 64MB per Buffer.

The Classloader code also should work, i often
use this:

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    class.getClassLoader().getResourceAsStream(ref);



- jens

24  Java Game APIs & Engines / OpenGL Development / [Blending] glBlendEquation Constants ? on: 2004-08-20 13:09:08
Hello,

again i looked in the Red Book and wondered about missing something in LWJGL:

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GL14.glBlendEquation (GLXX.GL_FUNC_ADD);


But why the heck are these Constants defined in
ARBImaging and GL_FUNC_SUBTRACT_EXT ?

I there a reason for this extension class ? (please explain Wink )
For me it should be in GL14 defined !!

Nice Weekend & Stay Tuned,
- jens




25  Java Game APIs & Engines / OpenGL Development / Re: Is there some good IDE? on: 2004-08-09 16:36:58
Hi,

JBuilder 6...X do it very well with LWJGL.

Stay Tuned,
Jens
26  Java Game APIs & Engines / OpenGL Development / Re: Big beginner tutorial on: 2004-08-05 09:03:12
Good Work Smiley

Hope that more people will dig into LWJGL,
as the Documentation is the most worse part.

- Jens

27  Java Game APIs & Engines / OpenGL Development / Re: 3DS files and LWJGL on: 2004-08-04 00:03:40
Thx,

and the first Test worked, now i have to implement it Smiley

Stay Tuned,
Jens
28  Java Game APIs & Engines / OpenGL Development / Re: 3DS files and LWJGL on: 2004-08-03 10:41:55
hmm,

can you give me a link ?

I only need the .3ds file so i can load in into Max and see for myself   Grin

- jens
29  Java Game APIs & Engines / OpenGL Development / Re: LWJGL NeHe tutorials now online on: 2004-08-02 22:51:39
Ok,

i will send Nehe the Tutorial 36 (Radial Blur) within this week.
I converted it allmost a year ago (based on 0.7), so only small things have to be fixed.

- jens

30  Java Game APIs & Engines / OpenGL Development / [Material] Shiniess using 4 float values ? on: 2004-08-02 22:45:31
Hello,

i wonder about using the GL_SHININESS property. The "OpenGL Programming Guide" brings examples using only ONE float value! Using a FloatBuffer in LWJGL produce a IllegalArgumentException if only one float wrapped, 4 floats seems to work.

What i'am doing wrong or haven't understand ?  Roll Eyes

Many thanks,
-Jens


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