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1  Game Development / Networking & Multiplayer / Point me in the right direction. on: 2004-04-30 17:51:22
I'm absolutely new to network programming.  I understand most of the concepts but don't know how to actually *do* anything.

Can you point me towards any good general network programming tutorials?
2  Game Development / Newbie & Debugging Questions / Re: LWJGL Game Init and Main Loop on: 2004-04-29 14:13:09
Mine is working now.

The "-Djava.library.path=c:\lwjgl-win32-0.9\" seemed to be what I was missing.

4. Should you wish to place the dll's in some other directory than you're class files (say /native as opposed to /classes) you could do so, by using the java.library.path property. For example

     java -cp classes; -Djava.library.path=native org.lwjgl.test.WindowCreationTest

That's from the lwjgl page.  I guess I should have listened to them, hehe.  I didn't know what they were talking about, though.  Why do you have to set Djava.library.path if your classes are in a different directory than the dll's?  I was kindof under the impression that's what classpath takes care of?

Am I correct when I assume that if there were no dll's involved.. (if I was just using someone else's pure java classes, from a different package..) then changing the classpath would have been enough?

Also, I didn't know that you had to set classpath both when you were compiling and executing.  So I was doing something like "javac -classpath .;c:\...\lwjgl.jar"  but later I would try to run it using java org.lwjgl.examples.Game.  (This was the first time I had to change the classpath for anything, so, if nothing else, I've learned something about it Smiley )
3  Game Development / Newbie & Debugging Questions / Re: LWJGL Game Init and Main Loop on: 2004-04-29 01:12:14
I'm getting the same error...

Exception in thread "main" java.lang.NoClassDefFoundError
  at org.lwjgl.openal.AL.<clinit>(Unknown Source)
  at org.lwjgl.examples.Game.cleanup(
  at org.lwjgl.examples.Game.main(

Try running in debug mode:

How do I do this?  (I'm using JCreater freeware, by the way..)
4  Game Development / Newbie & Debugging Questions / Re: How to get in to Java games programming? on: 2004-04-29 00:04:11
Ok, well I have been wanting to play with openGL for a while, anyway, so LWJGL sounds good.  Smiley

I have a few questions though..  how exactly does an openGL "binding" work?  / What is it doing? / How do I use it? Embarrassed
5  Game Development / Newbie & Debugging Questions / Re: How to get in to Java games programming? on: 2004-04-28 18:37:32
One Warning if i may...

Unless you are plannign on building Applets skip any stuff on using AWT or Swing to do games.  Its old info and not the best way anymore.

What do AWT and Swing do which aren't done the best ways?  And how else do you do it?  (Which is the same question CodexArcanum had, I guess)

Isn't Fullscreen part of awt?
6  Game Development / Game Mechanics / Re: Java the right language for a physics engine? on: 2004-02-19 15:34:06
Ok, sounds good!

No, I don't think I'll be using SIMD instructions.

Sometimes you need to be careful or your Java graphics operations will use software loops instead of going more directly to the graphics drivers...

How can I control this?  I didn't think that you could have control over such things when interacting with a VM.

I have heard people complain about the java 2d API being slow.. how / why are the alternatives faster?
7  Game Development / Game Mechanics / Java the right language for a physics engine? on: 2004-02-19 10:52:30
Hey guys,

I've set out to program some simple physics simulations representing basic 2d collisions, rotation, etc..

I'm a CS numerical analysis major, and I've taken some intro physics classes which covered the basics of dynamics and kinematics.  -- I think I have a decent grasp of the subject, so it should be "feasible" for me to have some decent realistic simulations.

I'm choosing java because I'm most familiar with it, and using an applet to display graphics in java is fairly simple.

My question(s Smiley)  :  Should I be programming "math simulations" in java?  Will this slow the program down too much?  

Is it the math calculations, or the animation / display methods which causes java programs to be slower?  I guess I don't understand how my java classes are displaying things at a lower level than "when I type g.drawLine(x1,x2,y1,y2); a line appears in my applet".

I've read people talking about using Physics engines, which were programmed in C++, in java.

Why is this a better approach?  Which "pieces" of your games are written in C++, and which pieces are written in java?  How can you include C++ libraries into a java program?

If I'm not really interested in building a game, but more interested in working towards a physics engine, should I bother writing any of it in java?

Thanks a lot!!
8  Game Development / Newbie & Debugging Questions / Re: Good beginners example program? on: 2004-02-18 04:17:39

Some simple animation is incredibly simple!  It didn't take me long to get a ball bouncing off of the four walls.

One question with this, though:

 public boolean keyDown(Event e, int key)
   message = "value = " + key;

   return true;

Should sticking this code into my applet be receiving input from my keyboard?  It doesn't seem to be working.   (In my paint method I've got .drawString(message,40,40);

If that should be working, what is the point of trying to use EventListeners?

edit:: I took a look at the pong source you pointed me to.  It seems as if that applet used the method described above for receiving input from the keyboard, and that applet works .. I'll have poke at my applet until it works. (It's compiling but not displaying anything in response to keyboard input.  Strange.. maybe it has to do with the gotFocus events?)

Thanks for the help!
9  Game Development / Newbie & Debugging Questions / Good beginners example program? on: 2004-02-17 23:42:12
Hello --

I am looking for some well commented source of a simple java game -- something like pong.

I've been poking around the java docs, trying to figure out how graphical java programs work.. but I'm not having a whole lot of luck.

Any links to good articles / programs would help, thanks!
10  Games Center / Archived Projects / Re: Playtest My Space Shooter Applet Game on: 2004-02-16 17:13:14
It held my attention for about 10 minutes.  (Which is good, for an applet!)

I got the shield, and I got the weapon upgrade.  

It worked fine, and didn't seem too difficult.

Looks good, so far!
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