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1  Discussions / General Discussions / Re: Java vs C++ on: 2003-08-05 00:59:31

".. they blasted my paper for my inaccuracies and presumptions so they must be worthless."

Courtesy of the JPK translator.


2  Game Development / Networking & Multiplayer / Re: UDP Vs TCP/IP on: 2003-06-26 01:38:54

Well, to start with...  12 * 44 = $528 so you're pretty close, and you have a good deal.

My cable modem started at $45/mo (12 * 45 = $540) and Comcast just hiked it to $55/mo  (12 * 55 = $660).  My wife's SBC DSL is $50/mo I believe (we have a second house in Capitola shes using right now)  (12 *50 = $600).  So all in all $600/yr seems about average FWIK.

Shocked damn you and your math.  Embarrassed

3  Game Development / Networking & Multiplayer / Re: UDP Vs TCP/IP on: 2003-06-25 18:56:51
Well, I'm in a very un-techie location in south-central-eastern US, and I'm paying $44/mo for a pretty damn fast cable connection, which is less than the cost of a phone line and dialup access (runs about $20/mo in these parts for dialup and $32/mo per phone line). Where are you getting this $600 figure from Jeff?
4  Game Development / Networking & Multiplayer / Re: UDP Vs TCP/IP on: 2003-06-25 16:25:14
Do most people live in areas of the US where broadband costs $600 per year??
5  Games Center / Archived Projects / Re: Web Earth Online on: 2003-06-19 20:43:03
your problem is limiting yourself to 1.1. if you're willing to reach the point of considering directX (why you are interested in doing htat instead of opengl i'm not sure..) you should try out a modern version of java first. you can do some pretty good stuff with 100% java
6  Discussions / General Discussions / Re: whoa (scrolling frame) on: 2003-06-17 17:40:10
I think I was misunderstood. All I am saying is that the link you offer on the .net site shouldn't open a new window via javascript that has some of its features disabled. I have tested the URL by itself by removing your popup code, and it still has all of the branding. Does that make any sense?
7  Discussions / General Discussions / Re: whoa (scrolling frame) on: 2003-06-17 15:22:26
*please* don't use crazy javascript links to connect to this forum. if users want a new window, they will open a new window for themselves. if i want half of my icons at the top of IE removed from my forum window, i will do it myself. <sigh>

edit: you must resist the web developer's urge! resist!  Kiss
8  Discussions / Miscellaneous Topics / Re: JavaOne on: 2003-06-03 04:58:26
well, it seems difficult to believe that it will really draw the kind of attention these hints imply it deserves if there's no way for anyone to build it into their itenerary
9  Discussions / Miscellaneous Topics / Re: JavaOne on: 2003-06-02 22:27:19
why not?
10  Games Center / Archived Projects / Re: Cosmic Trip updated, source available now on: 2003-06-02 21:35:35
well, for instance what *exactly* happens when you click on his web start link above?
11  Java Game APIs & Engines / OpenGL Development / Re: raytracing improvement with LWJGL? on: 2003-05-30 20:12:29
the inner loop in question has been posted to the CFXweb thread linked above, fyi
12  Java Game APIs & Engines / OpenGL Development / Re: raytracing improvement with LWJGL? on: 2003-05-30 00:33:42

author says that his main frustrations are "lack of pointers, very expensive casts and slow math functions.. " maybe this shouldn't have been posted here, but his demo attracted some attention and it seemed a shame to have to read the overtones of dissatisfaction with java performance in the writeup  :-/
13  Java Game APIs & Engines / OpenGL Development / raytracing improvement with LWJGL? on: 2003-05-30 00:28:35

could this be done better with LWJGL? since a lot of raytracing seems to be CPU rather than GPU intensive, would there be an improvement? the author mentions


There is absolutely no way i can get within 20% of realstorm's performance because some things are simply too slow in Java to get any decent performance (if you'd like to know why, feel free to drop me a mail, maybe you can prove me wrong and help me out). The aim is to render similar scenes as RealStorm at 1/4th of the resolution at about 70-80% of RealStorms framerate. We'll see if that's possible soon enough. Special thanks to Michael Piepgras for answering my question concerning his impressive engine.
14  Java Game APIs & Engines / Java 2D / Re: Images and transparency: How does it work? on: 2003-05-04 16:47:33
Guess I just stop working for a year or two (!) - or switch to C++ (if I'm writing Windows-only programs anyway, then...)

I call Troll!
15  Discussions / Miscellaneous Topics / Re: CD-R trouble on: 2003-04-29 19:50:09
Nah, it doesn't really apply these days  Cool

Someone around here pointed me to the anandtech forums ( ) a while back. The hot deals forum is great for finding CD-R drives and you can generally get some good information about the quality of the drive along with where to get it cheap. Don't spend more than $20 or $25! (if you're in the US, that is)
16  Discussions / General Discussions / Re: Forum on Gameplay on: 2003-04-27 18:37:36
Maybe you should have specified "Forum on Applet Gameplay" then. Does GL4Java support applets? It might..
17  Discussions / General Discussions / Re: Forum on Gameplay on: 2003-04-27 18:20:11
If you're interested in getting started with pixel shaders in Java, just head over to the LWJGL forum and I'm sure the guys there can start you off in the right direction.  Grin
18  Discussions / General Discussions / Re: Forum on Gameplay on: 2003-04-27 18:13:09

This site would not be a good place to discuss how to make high-end commercial c++ games in java as you can't really make most of those games in java. Other sites discuss things not exactly like this but similar. If we had our own forum we could avoid these things that do not apply to java. Why would we need to talk about how hardware pixel shaders affect the immerissiveness of a game on a platform that doesn't support it?

There's no more polite way of saying this... it really seems like you haven't done your research. Your software rendering experiments are cool (and completely beyond my skill, btw) but hardware rendering is just as possible with Java now as it is with C++. Going the Java2D route is going to be fine for hobbiest and applet programmers like me (so far anyway, I'm going to try to get started with OpenGL this year) but that's definitely not the extent of our capabilities with on this platform.
19  Discussions / Miscellaneous Topics / Re: Vote for Structs! on: 2003-04-09 17:21:21
since there is only your short comment at the bottom, i think if you put some more expanation in there as another comment it's going to be pretty visable..
20  Discussions / General Discussions / Re: YABB broken? on: 2003-04-07 23:27:14
SG, how about you fix the white on white text on the most recent topics page while you're at it?
21  Discussions / General Discussions / Re: Articles You'd Like To See on: 2003-04-07 18:41:05
articles on tools (IDEs, build stuff like Ant, integrating with CVS, profiling, debugging)

not quick overview stuff, but really focusing on a specific tool and highlighting the various ways it can be used within projects

edit: compiling to native executables could go here. i don't have the drive to fool with gcj for example, but i'd be very interested in reading about someone's experiences with it
22  Discussions / Miscellaneous Topics / Re: perl on: 2003-03-31 06:02:23

Well, what can I say but that it's not something I get a say in?  Cry
'Course I'm trying to keep an open mind.
23  Discussions / Miscellaneous Topics / perl on: 2003-03-30 16:57:15
So what's the best online tutorial to get me up and running with perl? I don't really know anything at all about the language..
24  Java Game APIs & Engines / OpenGL Development / Re: system time on: 2003-03-28 23:38:37
just a guess, but i'd say you need to use the hi-res LWJGL timer
25  Game Development / Networking & Multiplayer / Re: UDP Vs TCP/IP on: 2003-03-27 23:03:34
Main differences:
 TCP: Guaranteed delivery, in-order-arrival, connection-based, compressed automatically on slow connections (99% of 56k modems do significant TCP compression - but you don't notice if you download a ZIP file; you do when you download TXT files).
 UDP: One-way-only (cannot respond down the same channel), connectionless (slight reduction in overhead), does IPv4 broadcast

When you say "one-way-only" you make it seem like a negative. There's just no concept of a channel to respond down. Just a nit-pick...


1. "Guaranteed delivery" is absolute hell to implement properly. I've seen dozens of "UDP with guaranteed delivery" schemes which didn't work properly (in fact, note: JDK 1.1.x RMI was at one point completely broken because it included a naive implementation of this - RMI couldn't be used in large production environments because it generated so many colliding packets that it brought down the LAN. Yuk. Unforgivably stupid by a company with such a strong heritage in networked computers).

yes and no. if you need a generalized solution that you can use in all kinds of situations, it's going to be difficult to beat TCP. on the other hand, the specialized conditions a particular game (or class/genre of games, perhaps) can be designed for, IMO.

2. Connection negotiation and maintenance is also not trivial.

The TCP standard implementations have a complex state-model (FSM). From memory (but it's been a looooong time since I looked) there are 22 unique states that a TCP system can be in. Most of those are to do with guaranteed delivery and connection handling (the two bits people most frequently try to add to UDP). Sun's implementation broke (we think) because they "forgot" to include the "random-delay backoff before re-transmit".

Compare this with the (again from memory) four states of UDP, and you can see there is a LOT of work if you want to achieve the benefits of both.

Just because TCP has 22 states does not mean that another go at guarantees needs it!


3. TCP s normally as fast or faster than UDP. Normally, UDP is very inefficient and wastes bandwidth (no, seriously), mainly because of small packet-sizes. For VERY small packets, UDP is more efficient, because it has a much smaller constant-overhead-per-packet. From memory, the numbers are something like 15 bytes overhead per-packet for UDP, compared to about 30 for TCP. But, TCP packets can be MUCH larger, so that 30 bytes CAN get sent much less often.

UDP and TCP both use the same type of packets. When TCP is *slower* (which is farily often), it's usually because of its various net congestion algorithms -- which aren't really a good thing for gaming. And UDP is no more or less efficient than TCP.


4. The vast majority of games developers only have one problem with TCP (but often mistakenly believe they need more!). They need to remove the "in-order arrival". Whenever you hear about "TCP is sloooow" or "TCP has high latencies", you are listening to someone who is 99% likely to have bitten by this problem but not understood it.

The problem is that if you send 30 packets, and the fifth one gets dropped, but packets 6-10 arrive OK, your network stack will NOT allow your application to see those last 5 packets UNTIL it has received a re-transmitted packet 5.



5. Lastly, there ARE alternatives to TCP and UDP. Not surprisingly, since almost every game finds that neither is really good enough (the games that just go TCP only suffer weird stuttering, the ones that are UDP only often get players freezing, or their guns not firing because of lost packets). The last time I looked, ENet seems to be the best widely/freely available implementation around, but people have suggested several others to me, including:
  RAKnet (sp?)
  RDP (covered by an official internet RFC)

These protocols, unless they are running at the OS level, are not necessarily going to be running any better than something you roll yourself. And chances are, they probably aren't optimized for gaming.

There are a LOT of commercial implementations of "the best bits of UDP and TCP, implemented efficiently". Most are as cheap as they should be (tens of dollars) given that so many companies have written their own.

There are SO many implementations lying around that unless you already have one, you REALLY shouldn't implement your own - there's no excuse (unless you enjoy pain? Wink).

If you know of anything that is particularly well done for gaming (and is implemented in Java!) I'd love to hear about it.
26  Game Development / Networking & Multiplayer / Re: UDP Vs TCP/IP on: 2003-03-26 19:43:51
could we borrow your input over at in the "Design" forum? this very issue is up for debate and it sounds like your experience would be very pertinent  Grin
27  Java Game APIs & Engines / Java 2D / Re: extracting graphics from other games on: 2003-03-25 17:14:07
the problem is that copyright keeps getting longer and longer
28  Games Center / Archived Projects / Re: Alien Flux Alpha Test 2 on: 2003-03-20 21:14:09
are you allowed to upload an .htaccess file?


here's the .htaccess file i use:

AddHandler server-parsed .html
Options Indexes FollowSymLinks Includes
AddType application/x-java-jnlp-file jnlp

if you haven't tried using htaccess before, just upload this to whatever directory you've put your jnlp in and see what happens
29  Discussions / Community & Volunteer Projects / Re: The Alien Flux Development Diary (aka XAP) on: 2003-03-20 14:23:19
so is this display mode selection bug the reason i can't get things up and running with the geforce2 mx?
30  Discussions / Community & Volunteer Projects / Re: The Alien Flux Development Diary (aka XAP) on: 2003-03-20 02:14:40
silly question, but what do i need to do in order to get rid of the "You need an OpenGL compatible card..." box when attempting to run with my "new" GeForce2 MX card?

edit: win2k pro, latest detonator drivers afaik
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