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1  Java Game APIs & Engines / OpenGL Development / LWJGL 2.9.1 on: 2013-12-02 21:01:17
The LWJGL team is proud to present the latest release of LWJGL: 2.9.1

LWJGL 2.9.1

OSX:
  • Add: HiDPI mode for OS X
  • Add: Support for the OS X 10.7+ fullscreen mode API
  • Fix: CALayer/Display.setParent() initial position bug
  • Fix: Command + Tab caused the command key to become stuck
  • Fix: Autoresize CALayer bug

Linux:
  • Add: Implement 8 bit Icon transparency support on Linux, now using the modern _NET_WM_ICON

OpenGL:
  • Add: OpenGL 4.4
  • Add: Support for PointerBuffer parameters to OpenGL
   
OpenCL:
  • Add: KHR_mipmap_image, KHR_mipmap_image_writes, KHR_srgb_image_writes, KHR_subgroups

AppletLoader:
  • Fix: Fix the LWJGL AppletLoader so that it works on Java 7u45

Controller:
  • Add: Event api (Buffered)
  • Fix: Missing key up events when both shift keys are pressed at the same time
  • Fix: Keyboard key codes to return Unicode characters instead of ASCII characters

Download: https://sourceforge.net/projects/java-game-lib/files/
Changelog: http://www.lwjgl.org/changelogs/2.9.1-changelog.txt

Remember to donate Wink

Notice: We'd like to remind people to include the copyright, conditions and disclaimer statement for LWJGL in their products, as required by the license. Though we are not about to claim foul in any way, it would be nice to see a link back to lwjgl.org in the credits or documentation at the very minimum.
2  Java Game APIs & Engines / OpenGL Development / LWJGL 2.9.0 on: 2013-04-21 21:50:06
The LWJGL team is proud to present the latest release of LWJGL: 2.9.0

This release contains a complete rewrite of the OS X backend as well as a truckload of miscellaneous fixes. Please consider upgrading ASAP.

This is the first release build since switching to https://github.com/LWJGL/lwjgl

[size=18pt]LWJGL 2.9.0[/size]

OSX:
  • Add: Implement native and animated cursor support on OS X
  • Add: Implement Mouse.isInsideWindow()
  • Add: Cocoa based native Keyboard and Mouse
  • Fix: Switched to native Cocoa windowing system for the native Display
  • Fix: Dropped pbuffer usage and switched to offscreen FBO's when using CALayer's
  • Fix: CALayer positioning and workaround Java 7 bug (http://bugs.sun.com/bugdatabase/view_bug.do?bug_id=7172187)
  • Fix: Workaround Nvidia driver bug which crashed the OS when releasing a shared context by not releasing shared contexts.
  • Fix: Modifiers now report the correct side they are pressed. Added 'fn'-key as modifier
  • Fix: Allow the use of F16-F19, SECTION, INSERT, HOME, END, DELETE, NUMPADENTER, CLEAR, LMETA keys
  • Removed: support for OSX 10.3 and 10.4

Windows:
  • Fix: focus problems with Display.setParent
  • Fix: setIcon will now block until the taskbar icon has updated
  • Fix: async state query for missed key events

OpenGL:
  • Fix: DrawIndirect buffer size checks and removed null-termination checks
  • Add: Alternative VertexAttribPointer with ByteBuffer data and explicit type
   
FreeBSD:
  • Add: Support for compiling - no official binaries.
   
OpenCL:
  • Fix: updated KHR extensions to OpenCL 1.2

Download: https://sourceforge.net/projects/java-game-lib/files/
Changelog: http://www.lwjgl.org/changelogs/2.9.0-changelog.txt

Remember to donate Wink

Notice: We'd like to remind people to include the copyright, conditions and disclaimer statement for LWJGL in their products, as required by the license. Though we are not about to claim foul in any way, it would be nice to see a link back to lwjgl.org in the credits or documentation at the very minimum.
3  Java Game APIs & Engines / OpenGL Development / LWJGL 2.8.5 on: 2012-11-06 22:11:34
The LWJGL team is proud to present the latest release of the fabulous LWJGL: 2.8.5

[size=18pt]LWJGL 2.8.5[/size]

LWJGL:
  • Fix: Matrix*f.negate(Matrix*f dest) methods in Matrix2f, Matrix3f and Matrix4f classes
  • Fix: issue with get x/y returning client-area coords (Windows)

OpenAL:
  • Fix: Changed ALC10's alcGetString and alcOpenDevice to use UTF8 decoding/encoding
  • Fix: Updated to nightly openal-soft (785f52aa29d...)
   
   
OpenGL:
  • Add: Support for OpenGL 4.3 and OpenGL ES 3.0
  • Add: Support for AMD_shader_trinary_minmax, INTEL_map_texture and NV_draw_texturem EXT_multiview_draw_buffers, AMD_sparse_texture, APPLE_sync, EXT_copy_texture_levels, EXT_map_buffer_range, EXT_shader_framebuffer_fetch, NV_compute_program5, NV_shader_storage_buffer_object, NV_shader_atomic_counters, NV_deep_texture3D, QCOM_binning_control, AMD_query_buffer_object
  • Fix: GLContext.getCapabilities throw a RuntimeException instead of returning null when there's no GL context current in the current thread
  • Fix: Removed some re-defined GL11 enums
  • Fix: Removed ARB_debug_group, ARB_debug_label and ARB_debug_output2

OpenCL:
       
    AppletLoader:
    • Fix: NumberFormatException when parsing version string on an EA or beta JVM

    Input:
    • Fix: KEYBOARD_SIZE issue
    • Fix: Translate extended keys before the state check
    • Fix: Lost key up events when Display is out of focus (Windows)
       
    Eclipse:

      Download: https://sourceforge.net/projects/java-game-lib/files/
      Changelog: http://www.lwjgl.org/changelogs/2.8.5-changelog.txt

      Remember to donate Wink

      Notice: We'd like to remind people to include the copyright, conditions and disclaimer statement for LWJGL in their products, as required by the license. Though we are not about to claim foul in any way, it would be nice to see a link back to lwjgl.org in the credits or documentation at the very minimum.
      4  Discussions / General Discussions / Re: Ouya: a $99 Android game console on: 2012-07-06 05:12:43
      buy a mk802, mele or ovalelephant. connect your controller to the usb port. done for way less than 99$ - lowest I've seen is around $40 (CX-01)
      5  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 2.8.4 released on: 2012-06-04 05:02:35
      The eclipse plugin has been handled by Jens v. Pilgrim for a while. More info here: http://wiki.eclipse.org/LWJGL_Plugin
      6  Java Game APIs & Engines / OpenGL Development / LWJGL 2.8.4 released on: 2012-06-03 19:56:23
      The LWJGL team is proud to present the latest release of the fabulous LWJGL: 2.8.4

      [size=18pt]LWJGL 2.8.4[/size]

      LWJGL:
      • Add: Replace Display.sync(int fps) with an even better implementation, special thanks to Riven
      • Add: Added the new public API's Display.getX() and Display.getY()
      • Fix: Fixed issue with Display.wasResized() and setParent
      • Fix: Fix Display.getWidth() and Display.getHeight() to return the correct values on OS X when the window has been resized
      • Fix: Fix for white border
      • Fix: Fix for maximize issue
      • Fix: Fix for resizable / resize issues

      OpenAL:
      • Fix: Upgraded to OpenAL-Soft 1.14 on all platforms. This is the first time OSX is using OpenAL-Soft.
         
         
      OpenGL:
      • Add: Support for: AMD_vertex_shader_viewport_index, AMD_vertex_shader_layer, NV_bindless_texture, NV_shader_atomic_float
      • Add: Implement GLX_EXT_swap_control for Linux
      • Add: Added AMD_stencil_operation_extended
      • Fix: GL spec 20120427 updates

      OpenCL:
      • Add: Added INTEL_thread_local_exec OpenCL extension
      • Add: Added support for AMD_media_ops2
      • Fix: Fixed clEnqueueNativeKernel crash
         
      AppletLoader:
      • Fix: Fixed issue with applets on linux with Java 7 where the natives where LWJGL natives were failing to load
      • Fix: Fix to ensure a jar file download is attempted 3 times even if it throws some download exception
      • Fix: Add further checks to prevent Java default caching

      Input:
      • Add: Expose JInput's rumble functionality in LWJGL's Controller class
      • Add: Updated Mouse implementation to support more buttons (max 5 on windows, and 256 on linux)
      • Fix: Fix Mouse.getDX() and Mouse.getDY() values when mouse moves outside Display window & clipping is on
         
      Eclipse:

      Download: https://sourceforge.net/projects/java-game-lib/files/
      Changelog: http://www.lwjgl.org/changelogs/2.8.4-changelog.txt

      Remember to donate Wink

      Notice: We'd like to remind people to include the copyright, conditions and disclaimer statement for LWJGL in their products, as required by the license. Though we are not about to claim foul in any way, it would be nice to see a link back to lwjgl.org in the credits or documentation at the very minimum.
      7  Discussions / Miscellaneous Topics / Re: VIA APC 8750 on: 2012-05-22 18:44:14
      last generation - should have been cortex - preferably A15, MPCore
      8  Discussions / Miscellaneous Topics / Re: VIA APC 8750 on: 2012-05-22 18:39:01
      nice! - too bad about the arm11 choice Sad
      9  Java Game APIs & Engines / OpenGL Development / LWJGL 2.8.3 on: 2012-01-24 22:10:10
      The LWJGL team is proud to present the latest release of the fabulous LWJGL: 2.8.3

      This release is a bugfix release for all the stuff reported from the 2.8.2 release.

      [size=18pt]LWJGL 2.8.3[/size]

      General:
      • add: support for maximize button

      OpenGL:
      • update: AMD_pinned_memory based on official spec
      • fix: glTransformFeedbackAttribsNV count argument

      OpenCL
      • add: support for OpenCL 1.2 [UNTESTED]
      • add: INTEL_printf
      • add: @Optional on clSetPrintfCallback for the AMD CL 1.2 preview driver

      OpenGL ES
      • add:  AMD_performance_monitor, ARB_separate_shader_objects, ARB_shader_subroutine
                ARB_sync, ARB_uniform_buffer_object, EXT_color_buffer_half_float,
                EXT_debug_label, EXT_debug_marker, EXT_multisampled_render_to_texture,
                EXT_occlusion_query_boolean, EXT_robustness, EXT_sRGB,
                EXT_separate_shader_objects, EXT_shadow_samplers, EXT_texture_rg,
                EXT_texture_storage, NV_EGL_stream_consumer_external

      MacOSX
      • fix: CALayer compatibility issue
      • fix: Compatibility issue with OSX 10.5 and below

      Windows
      • fix: issue with cursor

      AppletLoader
      • fix: uncaught null pointer exception


      Download: https://sourceforge.net/projects/java-game-lib/files/
      Changelog: http://www.lwjgl.org/changelogs/2.8.3-changelog.txt

      Remember to donate Wink

      Notice: We'd like to remind people to include the copyright, conditions and disclaimer statement for LWJGL in their products, as required by the license. Though we are not about to claim foul in any way, it would be nice to see a link back to lwjgl.org in the credits or documentation at the very minimum.
      10  Game Development / Newbie & Debugging Questions / Re: lwjgl Display remove title bar? on: 2012-01-22 00:56:38
      -Dorg.lwjgl.opengl.Window.undecorated=true ?
      11  Games Center / Featured Games / Re: Starfarer on: 2012-01-16 18:44:42
      nice review! - and the combat is looking really nice.

      However. All of the features he mentions sounds like a TON of work.
      When do you think you will have a beta ready (feature complete)?
      12  Game Development / Newbie & Debugging Questions / Re: NullPointer - cant find where its coming from!! on: 2011-12-14 12:54:34
      Run in IDE, in debug mode. Inspect object. Done.
      Seriously NPE's with stacktraces take 30 secs to fix.
      13  Discussions / General Discussions / Re: Things I'd like to see in the language on: 2011-11-17 06:09:10
      I thought the mapped object in lwjgl covered structs  persecutioncomplex
      14  Java Game APIs & Engines / OpenGL Development / LWJGL 2.8.2 on: 2011-11-13 21:49:01
      The LWJGL team is proud to present the latest release of the fabulous LWJGL: 2.8.2

      This release is a bugfix release for all the stuff reported from the 2.8.1 release.

      [size=18pt]LWJGL 2.8.2[/size]

      General:
      • * Fixed null pointer if Display.destroy is called before Display is created

      OpenGL:
      • * Fixed nullpointer issue with context

      OpenAL
      • * Fixed issue with nullpointer exception in ALC
      • * Updated to newer OpenAL-soft release to fix issue with crash on exit on windows vista+

      Linux
      • * Fixed issue with keyboard handling when running Display.setParent()
      • * Fixed issue on linux where AWT Frame window no longer moved when using Display.setParent()

      MacOSX
      • * Fixed binary compatibility issue
      • * Fixed crash on OS X when switching from fullscreen to windowed mode
      • * Fixed issue where resizing didn't work properly on Applications on OS X when using Display.setParent()

      Download: https://sourceforge.net/projects/java-game-lib/files/
      Changelog: http://www.lwjgl.org/changelogs/2.8.2-changelog.txt

      Remember to donate Wink

      Notice: We'd like to remind people to include the copyright, conditions and disclaimer statement for LWJGL in their products, as required by the license. Though we are not about to claim foul in any way, it would be nice to see a link back to lwjgl.org in the credits or documentation at the very minimum.
      15  Discussions / General Discussions / Re: Jagex kills reflection appearently on: 2011-10-28 16:19:57
      problem with bots, is that they automate much of the game mechanics - and ruin the economy.

      Sort of like the wall street trading systems that work on micro changes on stocks...
      16  Java Game APIs & Engines / OpenGL Development / LWJGL 2.8.1 on: 2011-10-15 22:35:39
      The LWJGL team is proud to present the latest release of the fabulous LWJGL: 2.8.1

      This release is mostly a bugfix release for all the stuff reported from the 2.8.0 release.

      [size=18pt]LWJGL 2.8.1[/size]
      General:
      • + Added @Optional support for AL and GLES.
      • * Fixed signatures: CharSequence[] parameters and ByteBuffer returns.
      • * Fixed issue with Display.setParent and fullscreen
      • * Fixed issue with GLES PixelFormat (as shown by Scala)
      • * Fixed build to include missing OpenGL ES classes on which Display depends.
      • * Excluded desktop OpenGL extensions from the OpenGL ES build.

      OpenGL:
      • + Added support for NV_platform_binary.
      • * IMG_multisampled_render_to_texture.java, IMG_multisamples_render_to_texture.java, IMG_read_format.java, OES_EGL_sync.java extension updates.

      AppletLoader:
      • * Fixed issue with logo loading
      • * Provide a more meaningful error message when certificates do not match.
      • * Don't output needless lzma.jar is missing message on console unless a lzma file actually being loaded.

      MacOSX:
      • * Remove the use of Properties from Objective C code to allow binary compatibility on OS X < 10.5

      Download: https://sourceforge.net/projects/java-game-lib/files/
      Changelog: http://www.lwjgl.org/changelogs/2.8.1-changelog.txt

      Remember to donate Wink

      Notice: We'd like to remind people to include the copyright, conditions and disclaimer statement for LWJGL in their products, as required by the license. Though we are not about to claim foul in any way, it would be nice to see a link back to lwjgl.org in the credits or documentation at the very minimum.
      17  Java Game APIs & Engines / OpenGL Development / LWJGL 2.8.0 Released on: 2011-10-10 05:01:25
      The LWJGL team is proud to present the latest release of the fabulous LWJGL: 2.8.0

      [size=18pt]LWJGL 2.8.0[/size]
      General:
      • + Implement new Resizing API (setResizable, isResizable, wasResized)
      • + New MappedObject feature in util (think structs)
      • * LOTS of random fixes for display, applet and input as well as a slew of platform specific fixes for all things in general
      • * UTF-8 fixes
      • * Enable applets on OS X using the java plugin2

      OpenAL:
      • * Updated openal-soft to latest from trunk

      OpenGL:
      • + Support for OpenGL 4.2
      • + Merged OpenGL ES branch (no official release, must build yourself from trunk)
      • + Support for INTEL_immediate_execution.
      • + Support for AMD_pinned_memory.
      • + Support for NV_path_rendering.
      • + Support for EXT_atomic_counter_32/64
      • + Support for EXT_framebuffer_multisample_blit_scaled
      • + Support for AMD_sample_positions.
      • + Support for AMD_blend_minmax_factor & NV_texture_multisample.
      • + Added EXT_texture_storage alias.
      • + Added DSA functions
      • * Support for OpenGL 3.2 on MacOS X 10.7+.
      • * CL/GL interop patch for mac

      AppletLoader:
      • + Concurrent HTTP requests when figuring out initial size
      • + Support for specifyinf minimum jre by using al_min_jre attribute
      • + Support for optional mac arch specific natives, al_mac32, al_mac64, al_macppc
      • + Implemented headless mode. Use the "al_headless" parameter to enable it
      • * Fix/workaround for the double security dialogs issue on OS X

      Build:
      • * Miscellaneous maven patches to allow lwjgl to be published to a maven repository

      Download: https://sourceforge.net/projects/java-game-lib/files/
      Changelog: http://www.lwjgl.org/changelogs/2.8.0-changelog.txt

      Remember to donate Wink

      Notice: We'd like to remind people to include the copyright, conditions and disclaimer statement for LWJGL in their products, as required by the license. Though we are not about to claim foul in any way, it would be nice to see a link back to lwjgl.org in the credits or documentation at the very minimum.
      18  Discussions / Miscellaneous Topics / Re: Why, god? I want some real AA... on: 2011-09-04 17:44:40
      AA is overrated.
      many games, especially ps3, don't even have AA at all. It's fine.
      hell no! - coming from a ps3 owner. Jaggies'r'us
      19  Discussions / General Discussions / Re: JGO domain-name changed ?! on: 2011-08-22 07:52:36
      shift+del on the dropdown entry
      20  Game Development / Shared Code / Re: Once again! fast MappedObjects implementation on: 2011-06-30 10:54:29
      well, you'd need to license it for your games then - CC-NC...
      21  Games Center / Featured Games / Re: Pixel Slaughter! on: 2011-06-10 23:34:47
      controls blow using a notebook imo, otherwise looks fun
      22  Java Game APIs & Engines / OpenGL Development / Re: dual monitors problems in Display.create() on: 2011-06-07 18:13:04
      no, not currently. We use the primary display - and thats it.

      We have talked about supporting multiple displays - but thats probably a 3.0 thingy - if at all.
      23  Discussions / General Discussions / Re: Raspberry Pi ultra-low-cost ARM based computer (about the size of an USB key) on: 2011-05-10 16:40:37
      technically, it is very likely that openjdk should be doable on it. Dont know about performance though.
      That said, I plan on getting 1 or two when they release - if nothing else just for the fun of it Smiley
      24  Games Center / Archived Projects / Re: JarProtect test, bytecode encrypter on: 2011-04-28 09:29:40
      2. to crack this type of protection, knowledge of many software concepts is required, including
      • hooking
      • memory patching
      • code injection
      • assembly, particularly low level machine shellcode
      No, unless I am misunderstanding what your stuff does, then whatever format you make up, has to end up as PROPER bytecode at some point, else the VM cannot "run" it.
      At that point, you intercept - using your modified VM - and dump the bytes.
      25  Games Center / Archived Projects / Re: JarProtect test, bytecode encrypter on: 2011-04-28 05:48:38
      it also sounds like you're working a lot with the existing hotspot code - which is GPL, so you are required to follow the license.

      using hotspot's source as a guide as to what payload code to write doesnt require me to follow the license, as i havent actually used the source itself. im simply using it as a guide to learn what functions to patch. it's similar to antiviruses hooking system routines (ZwOpenProcess, etc), although they use the winapi as a guide to learn what to hook, their software isn't required to abide by microsoft's license, as it doesnt actually use microsoft's code.
      fair enough. I was just assuming you were re-writing large parts of parseClassFile, if not, then it would just be a matter of patching jvm.dll to output the bytes after it has been verified.

      The general thought is, if you have an obfuscated class then at some point you need to de-obfuscate it and pass it into the VM, at that point we intercept the input and write it out. In your case, you made it harder by creating some native code, so a different skillset is required.

      That said, however, its still relatively easy to thwart, if you have a reason for doing so (crackers etc).

      Your method could also be very brittle, in that may rely on features not present in all VMs, including non-Oracle VMs.
      26  Games Center / Archived Projects / Re: JarProtect test, bytecode encrypter on: 2011-04-28 04:31:01
      if you change input opcodes there is a certain possibility for modifying it in an invalid way. But that probably goes for all obfuscators.

      it also sounds like you're working a lot with the existing hotspot code - which is GPL, so you are required to follow the license.

      lastly, if you *really* want to have some degree of security, you should share the code, instead of relying on obscurity.
      27  Games Center / Archived Projects / Re: JarProtect test, bytecode encrypter on: 2011-04-27 10:23:18
      he's just trying to make it harder - not bulletproof Smiley
      but yeah, in the end, someone will just make a new jarprotect.dll that will spit out the actual decrypted bytes, and people will download that dll and replace yours.
      28  Games Center / Featured Games / Re: Wakfu on: 2011-04-19 12:49:24
      Wakfu uses JOGL 1.1.1a (and Java 1.5). I tested it in 2009:
      http://gouessej.wordpress.com/2010/08/14/wakfu-en-beta-version-mmorpg-en-java-et-utilisant-jogl/

      It was a bit laggy but playable with my previous graphics card.

      Ankama Studio used Java for the server of Dofus and has used Java both on the client and on the server for this game  Grin
      thank you for proving my point. Wink
      29  Games Center / Featured Games / Re: Wakfu on: 2011-04-19 06:31:25
      again, goes to show you that with great artists you can make it look pretty f* awesome.
      Regardless of underlying technology.

      It's only us that cares about the use of Java.
      30  Java Game APIs & Engines / OpenGL Development / Re: libgdx, opengl, where to start? on: 2011-04-16 16:15:14
      trololo
      * Matzon grabs some popcorn
      Pages: [1] 2 3 ... 61
       

      Add your game by posting it in the WIP section,
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