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1  Java Game APIs & Engines / Java 2D / Re: Flicking on Mac OS X 10.6.8 and above on: 2011-12-06 13:58:56
It seems to happen if you use any direct rendering with Java2D.

Yep we have that alot, but what todo.
2  Java Game APIs & Engines / Java 2D / Flicking on Mac OS X 10.6.8 and above on: 2011-12-06 13:27:44
Hey

I have alot of flickering on our applets (Below) and only on newer OS Xs. This happens in firefox,Chrome,safari and opera.

http://gosupermodel.com/createmodel/

Any workarounds, like own double buffering?
3  Game Development / Networking & Multiplayer / Re: Can't I ship managed objects as a byte arr from server to client on: 2007-05-14 08:52:29
Frankly I dont give a crap about the object being a managed object. I just want the game-data it contains and I saw it as an easy way to reuse objects. But you are quite right about the references posing as a problem :-(



So basically in order to send my server side game objects. I have to for each server side class create a to-client-side funktion that returns a non-managed reference object to the client side. So each server side object have to have an client side type-object.

This is OK, since it makes sense that I wouldent want to expose all of my server side objects on client side. I would want to keep formulas and other stuff a secret. Having "two" objects allows me to differentiate.  The only problem is that I need todo a lot of field copying (and maintain it)
4  Game Development / Networking & Multiplayer / Can't I ship managed objects as a byte arr from server to client on: 2007-05-13 14:10:12
On my client I recieve this error when a message it recieved and I try to deserialize it, more specifically calling this line:

This happens when I send an object that has been retrived from the object store using:

Galaxy gal =datamanger.getBinding("smalltestgalaxy", Galaxy.class) ;

byte[] gbyte = gal.serializeIntobyteArray();
         
session.send(gbyte);

But when I do this:

Galaxy gal2 = new Galaxy("new gal");
byte[] gbyte = gal2.serializeIntobyteArray();
         
session.send(gbyte);


Then IT WORKS!!

So an object that has been through the object store cannot be send to the client??




Stacktrace
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login ok
Recieved message
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java.io.InvalidObjectException: No transaction is active
   at com.sun.sgs.impl.service.data.ManagedReferenceImpl.readResolve(ManagedReferenceImpl.java:394)
   at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
   at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
   at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
   at java.lang.reflect.Method.invoke(Unknown Source)
   at java.io.ObjectStreamClass.invokeReadResolve(Unknown Source)
   at java.io.ObjectInputStream.readOrdinaryObject(Unknown Source)
   at java.io.ObjectInputStream.readObject0(Unknown Source)
   at java.io.ObjectInputStream.readObject(Unknown Source)
   at java.util.ArrayList.readObject(Unknown Source)
   at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
   at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
   at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
   at java.lang.reflect.Method.invoke(Unknown Source)
   at java.io.ObjectStreamClass.invokeReadObject(Unknown Source)
   at java.io.ObjectInputStream.readSerialData(Unknown Source)
   at java.io.ObjectInputStream.readOrdinaryObject(Unknown Source)
   at java.io.ObjectInputStream.readObject0(Unknown Source)
   at java.io.ObjectInputStream.defaultReadFields(Unknown Source)
   at java.io.ObjectInputStream.readSerialData(Unknown Source)
   at java.io.ObjectInputStream.readOrdinaryObject(Unknown Source)
   at java.io.ObjectInputStream.readObject0(Unknown Source)
   at java.io.ObjectInputStream.defaultReadFields(Unknown Source)
   at java.io.ObjectInputStream.readSerialData(Unknown Source)
   at java.io.ObjectInputStream.readOrdinaryObject(Unknown Source)
   at java.io.ObjectInputStream.readObject0(Unknown Source)
   at java.io.ObjectInputStream.readObject(Unknown Source)
   at extorris.net.nw.ExtorrisMessage.deSerializeIntoMessage(ExtorrisMessage.java:74)
   at extorris.net.client.junit.nw.player.client.LoginCreateplayer.receivedMessage(LoginCreateplayer.java:160)
   at com.sun.sgs.client.simple.SimpleClient$SimpleClientConnectionListener.handleApplicationMessage(SimpleClient.java:389)
   at com.sun.sgs.client.simple.SimpleClient$SimpleClientConnectionListener.receivedMessage(SimpleClient.java:343)
   at com.sun.sgs.impl.client.simple.SimpleClientConnection.bytesReceived(SimpleClientConnection.java:131)
   at com.sun.sgs.impl.io.SocketConnection.filteredMessageReceived(SocketConnection.java:108)
   at com.sun.sgs.impl.io.CompleteMessageFilter.processReceiveBuffer(CompleteMessageFilter.java:108)
   at com.sun.sgs.impl.io.CompleteMessageFilter.filterReceive(CompleteMessageFilter.java:75)
   at com.sun.sgs.impl.io.SocketConnectionListener.messageReceived(SocketConnectionListener.java:100)
   at org.apache.mina.common.support.AbstractIoFilterChain$TailFilter.messageReceived(Unknown Source)
   at org.apache.mina.common.support.AbstractIoFilterChain.callNextMessageReceived(Unknown Source)
   at org.apache.mina.common.support.AbstractIoFilterChain.access$5(Unknown Source)
   at org.apache.mina.common.support.AbstractIoFilterChain$EntryImpl$1.messageReceived(Unknown Source)
   at org.apache.mina.filter.executor.ExecutorFilter.processEvent(Unknown Source)
   at org.apache.mina.filter.executor.ExecutorFilter$ProcessEventsRunnable.run(Unknown Source)
   at java.util.concurrent.ThreadPoolExecutor$Worker.runTask(Unknown Source)
   at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: com.sun.sgs.app.TransactionNotActiveException: No transaction is active
   at com.sun.sgs.impl.service.data.DataServiceImpl.getContextNoJoin(DataServiceImpl.java:783)
   at com.sun.sgs.impl.service.data.ManagedReferenceImpl.readResolve(ManagedReferenceImpl.java:383)
   ... 44 more



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    public static ExtorrisMessage deSerializeIntoMessage(byte[] message){
       
        ObjectInputStream in;
        try {
            in = new ObjectInputStream(new ByteArrayInputStream(message));
     
        ExtorrisMessage mobj = (ExtorrisMessage) in.readObject();
       
       
        return mobj;
       
        } catch (IOException e) {
           
            e.printStackTrace();
        }catch (ClassNotFoundException e) {
         
            e.printStackTrace();
        }
       
        return null;
   
    }


5  Game Development / Networking & Multiplayer / Re: Windows XP 64 bit libdb_java45.dll on: 2007-05-08 22:00:28
This is unfortunatly an windows specific error,  its based upon how I build my .dll.

I just cant seem to find the error Sad
6  Game Development / Networking & Multiplayer / Re: Game server shortcuts? on: 2007-05-08 18:16:06
Thankyou Smiley
7  Game Development / Networking & Multiplayer / Re: Windows XP 64 bit libdb_java45.dll on: 2007-05-07 22:27:21
omg...    Lips Sealed

Caused by: java.lang.UnsatisfiedLinkError: C:\Documents and Settings\oliver\My Documents\workspace\Extorris-merchants\lib\libdb_java45.dll: Can't find dependent libraries


Think I'm giving up for tonight
8  Game Development / Networking & Multiplayer / Re: Windows XP 64 bit libdb_java45.dll on: 2007-05-07 21:49:21
I assumed you are using the Oracle Berkeley DB. I download it (4.5.20) and compiled it but I get a

java.lang.UnsatisfiedLinkError: com.sleepycat.db.internal.db_javaJNI.initialize()

So I must be getting the wrong stuff?


Middy
9  Game Development / Networking & Multiplayer / Windows XP 64 bit libdb_java45.dll on: 2007-05-07 21:29:56


Hey Darkstar project

I've been so daft as to install a  windows XP 64 bit.

Any chance of a libdb_java45.dll 64 bit version?


Middy

10  Game Development / Networking & Multiplayer / Re: Initial Data Transfer on: 2007-05-03 20:53:10
I see, thankyou for your replies
11  Game Development / Networking & Multiplayer / Initial Data Transfer on: 2007-05-03 08:20:32
Hello

I am currenntly using the darkstar server for my small game. The message system seems to be designed for text based messages from client to server, based upon pre defined actions. But what about data-transfer, where I want to transfer the current game state. I cant seem to find an easy way todo it, how is it supported in darkstar, only through byte arrays?
12  Game Development / Networking & Multiplayer / Re: User Authentication on: 2007-05-02 22:35:32
Whats the rendezvous for the manual?
13  Game Development / Networking & Multiplayer / Designing the application on: 2007-04-25 21:21:08
First of all i have a few questions

What are the implecations of doing this?
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List<Sun> systems = new ArrayList<Sun>();


As compared to this
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List<ManagedReference> systems = new ArrayList<ManagedReference>();


As i understand one have to create managed references between ones objects instead of "ordinary" ones? But i am not sure I understand why? Does this apply for "static" objects eg stuff that wonr change?


License stuff
Am I allowed to set up my own home server and test and run my game from small servers, or must I make a deal with some certified hosting company?




14  Game Development / Networking & Multiplayer / Game server shortcuts? on: 2007-04-22 12:46:19
I have been thinking lately about which shortcuts one could take when it comes to multiplayer games.

I have seen several homemades serveres and they are ussualy lots of trouble making, this is ofcourse including homemade protocols.


Isent there a market full of Java servers usuable for gojo(good old java objects ) programming. What about tomcat, Suns J2ee server, what about darkstar?


What kind of shortcuts could be made in terms of a non-buggy reliable server framework?
15  Game Development / Networking & Multiplayer / Re: Peer to Peer game networks on: 2006-04-11 10:49:23
site is back up
16  Game Development / Networking & Multiplayer / Re: Peer to Peer game networks on: 2006-03-06 09:59:43
ah thanks.... fixed
17  Game Development / Networking & Multiplayer / Peer to Peer game networks on: 2006-03-05 23:45:35
Hello all

I have just finished my Master paper about the above subject. While I got a good grade the real test stands here with you and your opinion.

So if you would spend a few minutes looking at my idea and commenting on it I would be eternally gratefull

The thesis can be found here - http://www.p2pgamenetwork.com/


Middy
18  Discussions / General Discussions / Re: Why on earth doesnt Sun... on: 2006-01-05 10:28:25
I have to agree somewhat with Appel.

This is basic Human Computer Interaction I learned in my first years as a student.

Users could care less about the language an application is written in. What they care about is comformity and getting their task done. With regard to games the task is to play the game and to get there they have ot install the game. If this install procedure requries the user to do something different, the user will be interrupted in his task and be annoyed because he has to face a new problem he did not exspect.

With causal gaming its important to get the game running as fast as possible because the user does not have much incentive to keep trying to get the game working. So acting out of the ordinary just because its "java" will lead nowhere unless we are in a situation where java becomes the norm, rather than the exception.

So in conclusion Sun should make a proper way to execute java programs under windows, just as they have under OS X. (or is it OS X that have a proper way to execute java?).
19  Game Development / Networking & Multiplayer / Re: UDP packet size - Many small or few big ones? on: 2005-10-30 20:03:00
Yep as stated above MTU (Max transmission unit). This is 1500 bytes for CABLE modems. If you have modem users your UDP packages shouldent exceed 500 bytes. Having your UDP cut up means that you have to handle it, by adding a sequence number to your UDP packages. Then you can reassemble your data at the appliacation layer. Unfortunatly you could risk loosing a package say 2 of 3 and everything is lost (unless you implement a rerequest at application layer)

so stay below 500 bytes
20  Discussions / Miscellaneous Topics / Re: Event Based Network simulation framework/tool on: 2005-10-27 10:25:59
j-sim is incredibly fast, even faster than many C++ based simulators and much easier to use since java objects can used directly in the simulation inviroment, but j-sim uses simulation time not cpu times (makes sense when U think about it). therefor any application that should be tested should be able to read and use this synthetic clock.

I takes about 5 mins to implement a application layer protocol and j-sim provides you with the lower layers. The trick is to design the network topology (physical network,,, wirering), and routing.
21  Discussions / Miscellaneous Topics / Re: Event Based Network simulation framework/tool on: 2005-10-18 21:05:53


We can use j-sim to to test yes.

 J-sim only provides a way to create scenarioes and play with them. The scenarios, app level protocols and the application you have to think up yourself.
22  Discussions / Miscellaneous Topics / Re: Event Based Network simulation framework/tool on: 2005-10-18 20:30:17
ah great links.. found a few of them myself....   Its missing jsim though (http://www.j-sim.org/)
23  Discussions / Miscellaneous Topics / Event Based Network simulation framework/tool on: 2005-10-16 18:56:07
Hello

I am in the need of  an event based network simulation framework. I need to be able to simulate various latencies,bandwidth,chrash and implement my own protocol on top of UDP and TCP/IP.

This simulater if for my master thesis that deals with Peer to peer game networks.

Hope you can help  Smiley


Middy
24  Discussions / Miscellaneous Topics / Re: LCD monitor on: 2005-06-06 21:30:10
EDIT( Samsung SyncMaster 913N)

Is one of the fastets TFT screens on the market. Its based on a 8 ms TN frame. Its very good at gaming but not so good at movies and some report problems with black letters on a white background. But that may be to their gfx card. The Samsung DVi model has just appeared at the market and is a bit more pricy than the VGA model.

The BenQ is also an exellent choice also good for gaming


Here are two more TFTS that are okay for games and okay for movies and have a decent price.

LG L1915S 75HZ 12 ms

Philips 190S5FS 75HZ 12ms
25  Discussions / General Discussions / Re: Networked game books on: 2005-06-02 20:06:47
Tried and failed...

Anyway I got it used for 24$ from the US .
26  Discussions / General Discussions / Re: Welcome to the new JGO forums! on: 2005-06-02 20:05:41
NIIIIIICE
27  Discussions / General Discussions / Re: Networked game books on: 2005-05-30 08:00:09
Hey davidaprice. I have found the book online. It seems great but yes its exspensive. It will take me 14 days to get it and it costs 70 $. On top of that ad 15 % toll and then add 25% tax. Thats a 100$ (+ shipping I think they add toll and tax onto)


Angry
28  Discussions / General Discussions / Networked game books on: 2005-05-27 08:25:25
Hey everyone

I am currently writing a thesis about a peer to peer architecture for games. I have found lots of articles covering the subject but no specific books. This puzzles me cause if one can make a book called GPU gems why not network gems?

So if know of any books concerning network development for games in general I would like to know of them.

Thanks

Middy
29  Java Game APIs & Engines / OpenGL Development / Re: JNLP and 0.96 on: 2005-04-23 09:54:42
no no. lwjgl has jar files containing Java code and jar files containing native code (dlls etc)

The Java code jars are crosspatform. But the native ones you have to supply for each platform.
30  Java Game APIs & Engines / OpenGL Development / Re: The new LWJGL 0.96 timer on win32 on: 2005-04-16 10:33:03
I have experience absolutely no difference between the two at any settings and I added many many spheres 1200+


It just runs smoothly

Windows XP pro SP2
gforce 6800 GT
Radeon 3500+
Nforce 2 chipset
1.3Gb ram
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