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1  Discussions / General Discussions / Re: JMF installation on: 2005-03-12 20:54:09
You need to run the jmf customizer. BTW, create a backup of jmf.properties in the lib subdirectory first.
2  Java Game APIs & Engines / J2ME / Re: how can we abtain sin and cos methods ? on: 2005-01-27 01:45:35
You can also use sin/cos routines for fixed-point numbers. If you google you will probably find some open source J2ME class with them in.
3  Discussions / Miscellaneous Topics / Re: Defection To Mono on: 2005-01-27 01:06:19
There is another possible option: the IKVM project (http://www.ikvm.net/). It is a JVM for .Net and also includes a bytecode to .Net CIL compiler. So you might be able to have your cake and eat it.


4  Java Game APIs & Engines / J2ME / Re: good j2me phone on: 2005-01-22 19:21:19
You will probably want to get one which supports the latest and largest number of APIs (MIDP 2.0, MMAPI, bluetooth, etc). On the other hand you may wish to get the most popular phone. Depends whether you are more interested in developing for personnal use or more concerned with the largest number of people being able to run your apps consistently (J2ME implementations tend to vary).
5  Discussions / Miscellaneous Topics / Re: IBM Cell = hardware Java virtual machine?! on: 2005-01-16 21:38:13
I looked through some stuff about this, and as far as I can tell it is not a hardware JVM. It just has similar principles.  Sad
6  Game Development / Performance Tuning / Re: Odd performance observation on: 2004-11-27 01:18:45
Maybe Windows swapped out the process during the sleep, hence it had to take time to swap it back in.
7  Game Development / Newbie & Debugging Questions / Re: Databases and High Score storing. on: 2004-11-17 20:50:16
Yes, it is scary. But, MySQL allows you to setup permissions for SQL statements, so you can prevent people from executing arbitrary sql statements.
8  Game Development / Newbie & Debugging Questions / Re: Databases and High Score storing. on: 2004-11-17 18:23:27
If you have a mysql database on a web server, then a java client can connect to it using jdbc with no java required on the server. That is, the JDBC driver is on the client not the server side.

To get yourself started, download JDBC MySQL connector from www.mysql.com, and play with client code like:


String host,database,username,password;

String url = "jdbc:mysql://"+host+"/"+database+"?user="+username+"&?password="+password;
Class.forName("com.mysql.jdbc.Driver");
Connection con =DriverManager.getConnection(url);
.
.
.
9  Discussions / Miscellaneous Topics / Re: I have found Nirvana...... on: 2004-10-24 00:13:49
I have a Zaurus SL-5500, and I love it Cheesy They really are like carrying around a linux terminal in your hand. It'll run almost anything you can throw at it. I have had mine running a Java IRC server without problems. Grin

BTW, did I mention Zaurus rulezzzzzz!!!!!!
10  Java Game APIs & Engines / Java 2D / Re: Working with a nanoTime() Timer on: 2004-10-12 02:25:34
See the FAQ at the bottom of the page http://java.dnsalias.com/

It has info about timers and thread.sleep/yield and the 100% CPU thing.
11  Discussions / General Discussions / Re: Kodak wins patent case agains Sun, we all loos on: 2004-10-04 00:47:51
I think the patents refer to object registries so perhaps the rmi stuff is the source of contention. I guess COBRA would be a problem as well then.
12  Java Game APIs & Engines / Java 2D / Re: Threading issues on: 2004-10-01 01:50:31
Do you have a Thread.sleep() or Thread.yield() in your rendering loop? If you have a tight rendering loop, it could be starving the music thread of processing cycles, so it only starts playing at the end of the show. Also check you have synchronized in the right place, could also be a deadlock.

13  Discussions / General Discussions / Re: Java on playstation 2 with Linux kit? on: 2004-09-30 23:27:31
So, such a beast would be a good (interesting) test of the portability of the JVM.

Roll Eyes

--
I guess if everything is Turing-complete, then it is trivial from a theoretical point of view.
14  Game Development / Newbie & Debugging Questions / Re: Quickest start to extending Java Object - Doom on: 2004-09-24 01:50:28
I know of http://javaisdoomed.sourceforge.net/, might provide you with a good starting point.
15  Game Development / Newbie & Debugging Questions / Re: Using unsigned third party jars in java web st on: 2004-09-16 22:42:35
If you create jnlp <component-desc/> files for the third-party jars, they do not need to be signed if they don't require <all-permissions/>. This is independent of whether the main app jar is signed. For example, you can have a signed network game app jnlp bundled with an unsigned gage2d jar component-desc jnlp. The other advantage of component-desc jnlp files is that different apps can re-use the same component-desc jars.
16  Game Development / Newbie & Debugging Questions / Manifest respected with JAR URLs on: 2004-09-15 21:01:08
I believe if you use the URLClassLoader with a JAR URL, then manifest attributes such as Class-Path are automatically respected. At least that is what seems to happen with my plugin loader.
17  Game Development / Newbie & Debugging Questions / Re: Question about oop on: 2004-09-03 03:10:09
Yes, as a rule of thumb, you organise objects by behaviour. Then when you come to code, you implement the behaviour by writing methods for the objects.

If you haven't looked at it already, check out the tutorial at http://java.sun.com/docs/books/tutorial/index.html
18  Game Development / Game Play & Game Design / Re: Seperating R, LP, A and I on: 2004-08-31 00:28:54
I have used something like the GAGE sprite interface. I have various sprite classes for all my game objects. My parent sprite class is a composite of a java.awt.geom.Area instance (object geometry for stuff like collision detections) and a renderer instance which the sprite delegates to for rendering. Game object behaviour is determined by the methods in the sprite sub-classes.

I use renderer factories to construct the renderer delegates. At the moment I have two factories, the normal game one and a geometric one. The geometric one renders sprites according to their java.awt.geom.Shape and I use it to debug collision detection.

I have no sound currently and I handle input in the game frame class using boolean switches. Oh, I also went as far to abstract the rendering loop, so I can easily swap in different frame scheduling algorithms.  Grin
19  Discussions / General Discussions / Re: The Muffin Crusade on: 2004-08-10 22:32:20
Quote

With JWS, we have to submit to what the good folks at Sun think is best. If there's an issue that is not the fault of my JNLP, I can neither fix it nor switch to an alternative Webstart. It's wholly not in the developer's hands.


I would like to point out that alternate Webstart-ware does exist, see for instance http://jnlp.sourceforge.net/netx/. So, it's not completely out of the hands of developers. Ofcourse, then there's the problem of deploying that on user's machines which brings us back to installers.
20  Discussions / Miscellaneous Topics / Re: J2SE API: Missing/broken functionality? on: 2004-07-25 21:46:10
Quote

Now there's me thinking that when a file isn't found you should throw a FileNotFoundException.  And when an IO error occurs you should throw an IOException.  And what happens if the file was created at midnight on 1/1/1970?  How do you distinguish that from it not existing at all?


File.exists()

Grin
21  Game Development / Performance Tuning / Re: How much 'help' does the gc normally need? on: 2004-07-07 19:26:56
You will probably find the two articles below very useful. The first one has a section about explicit nulling, and states "But in most cases, it doesn't help the garbage collector at all, and in some cases, it can actually hurt your program's performance."

Garbage collection and performance
http://www-106.ibm.com/developerworks/java/library/j-jtp01274.html

Garbage collection in the 1.4.1 JVM
http://www-106.ibm.com/developerworks/java/library/j-jtp11253/
22  Java Game APIs & Engines / Java 2D / Re: Best Java 1.4.2 (Java only) timer on: 2004-07-03 01:43:06
Quote

You could hope, but at least in the case of JMF you will be disappointed.


Oh well, it was a nice thought..... Embarrassed I guess on Windows then, this has implications for syncing media and stuff??? I suppose if this was problematic one could write a GAGETimeBase class, but I guess the use of SystemTimeBase is probably hard-coded.
23  Game Development / Networking & Multiplayer / Re: UDP Vs TCP/IP on: 2004-06-30 21:52:21
I would have thought you should use TCP for chat, since its a reliable protocol. You don't want to be losing bits of players conversation. In fact, I assumed you actually meant to type it this way round:

udp: for game logic data exchange (pos of player, gun fired etc)

tcp: for live chat and stuff.
24  Game Development / Networking & Multiplayer / Re: Heads up: SelectionKey.attach() broken ? on: 2004-06-30 19:30:59
I got caught out by that one as well. The best explanation I could come up with is that its register() not reregister() :-/. I guess on the positive side, at least the javadocs are clear on this point.

Quote

An invocation of this convenience method of the form

   sc.register(sel, ops)

behaves in exactly the same way as the invocation

   sc.register(sel, ops, null)
25  Java Game APIs & Engines / Java 2D / Re: Best Java 1.4.2 (Java only) timer. on: 2004-06-29 22:26:03
Java3D and JMF also come with timers that should be better than System.currentTimeMillis().
26  Game Development / Newbie & Debugging Questions / Re: Video Screenshots on: 2004-06-29 00:57:55
If you are looking for a Java solution, I think it's possible to use Java Media Framework for this. Check out the screen grabber example at http://java.sun.com/products/java-media/jmf/2.1.1/solutions/ScreenGrabber.html. It says it can even stream captures over the internet. Cool
27  Game Development / Newbie & Debugging Questions / Re: Compiling java to .exe's on: 2004-06-28 01:51:11
This may help: http://jsmooth.sourceforge.net/. It embeddes a jar file into an exe. It does not bundle the java runtime as well, though.
28  Game Development / Networking & Multiplayer / Re: IRC ...alternatives? on: 2004-06-28 00:50:55
Hi,

If you are looking for a Java based IRC server, try http://j-ircd.sourceforge.net/ for size.

My understanding of the IRC protocol mess is that the (new) RFCs were written after-the-fact, to try to consolidate the differing protocols used by various implementations. Needless to say the RFCs are vague in several areas.

The idea of using IRC to provide game chat sounds interesting. I guess one of the advantages would be that a separate chat server would reduce the burden on the game server...
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