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1  Game Development / Newbie & Debugging Questions / Re: getting a random item from an enum? on: 2006-02-24 23:56:26
ok, thanks
2  Game Development / Newbie & Debugging Questions / getting a random item from an enum? on: 2006-02-24 11:54:24
hi,
the question is fairly simple: is there a clean way to get a random item from an enum?
that's all Roll Eyes
3  Java Game APIs & Engines / Java 2D / Re: particles with alpha dropping performances on: 2006-02-23 21:51:32
...just installed JDK 1.6. Performances were even worse! ...but playing a little with the flags helped, it's now more or less OK. However, in my case, the use of openGL pipeline gave bad results, but the other flags improved the situations... Smiley
4  Java Game APIs & Engines / Java 2D / Re: particles with alpha dropping performances on: 2006-02-23 19:52:08
few thousands
5  Java Game APIs & Engines / Java 2D / Re: particles with alpha dropping performances on: 2006-02-22 11:54:54
C. Painting on a bufferedImage first and then painting the whole at once didn't worked either.  Sad The performance is still killed. It's maybe a *little* better, that's all.
...and from the demo i still couldn't get smart ...still very obscure code.
i guess i'll put this on ice for the moment
thanks
6  Java Game APIs & Engines / Java 2D / Re: particles with alpha dropping performances on: 2006-02-22 01:06:29
thanks for all mates

A. using the openGL pipeline with the '-Dsun.java2d.opengl=True' flag didn't worked, i just got an ugly error:
Quote
#
# An unexpected error has been detected by HotSpot Virtual Machine:
#
#  EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x07b52b7c, pid=3148, tid=2292
#
# Java VM: Java HotSpot(TM) Client VM (1.5.0_06-b05 mixed mode, sharing)
# Problematic frame:
# C  [atioglx1.dll+0x422b7c]
#
...

B. the 'System.setProperty("sun.java2d.translaccel", "true");' made no errors ...and no difference. Sad

C. ...So i guess the last option will be the thing to try out: work on a secondary buffered image and draw the whole image at once. i'll tell you tommorrow how it performs.

Sadly, i wasn't able to get something out of the demo source code... the code was fairly obscure... or maybe it's because i'm not aware enough at such a late time.

thanks anyway, bye
7  Java Game APIs & Engines / Java 2D / Re: particles with alpha dropping performances on: 2006-02-21 17:05:18
i was asking for an easy workaround  Tongue
8  Java Game APIs & Engines / Java 2D / Re: particles with alpha dropping performances on: 2006-02-21 16:54:21
oh, the drawRect was a bit silly indeed.  Roll Eyes Using fillRect gives slightly better results, nearly nothing. The drop of performances is still dramatic!
9  Java Game APIs & Engines / Java 2D / particles with alpha dropping performances on: 2006-02-21 16:44:11

hi,

i'm currently encountering some performance problems. I was drawing points, using drawRect(x,y,1,1) for my particle engine and it was working ok. But as soon as i added alpha to the color, performance dropped so drastically that it becomes useless. Is there any easy workaround to display alpha particles quickly?
thanks
10  Game Development / Artificial Intelligence / Re: What do you think of an AI contest? on: 2006-01-27 12:48:15

hi,
i'm the one who started this idea. Smiley
And the contest was the following:   http://ece.fsa.ucl.ac.be/adagneli/aicontest/
It was in 2004 i think, but i'm not sure. And despite having advertised it on several gamedev and ai sites, i only received a single AI submission like arne said, so it was rather disapointing. I believe however several people attempted to make an AI but were fooled because it turned out to be much harder than it looks at first sight.

Nevertheless, if many of you still want to see another contest, i would be ready to make a new one for a 2006 edition! Tongue
...But this time, i would be more inclined to make a turn-based one like a simple board game.
11  Java Game APIs & Engines / Java 3D / good average fps but jerky sometimes: why?!? on: 2006-01-25 20:40:44
hi,
i have a small problem. I've tried to test a small scene with a top down view where a spaceship is flying around. The principle is simple: a behavior is triggered every frame to update the ship motion. Simple enough. There is no other behavior interfering, nor any other time consuming methods called on the side, nor other threads running.
The issue is that, despite of a good average FPS, the motion is still jerky some times. It makes some jerky little move every one or two second. And this is not due to a motion update method. It is due to the time elapsed between rendered frames. Usually it is around 2 or 3 ms per frame, but sometimes it jumps to over 100ms for a single frame! Making a small jump for the spaceship.
Since the method is always computed the same way, there is no reason for it to take longer sometimes. And there is nothing running in parrallel. So i don't understand why there are such annoying glitches!
And it's not the GC either, every object is pre-allocated and i checked the gc activity at runtime to ensure it is not the cause of this.
Any idea?
12  Java Game APIs & Engines / Java 3D / Re: [Need Help]Java3D mipmap problem! on: 2005-03-30 16:26:06
is your texture size a power of 2?
(if not, that may be the source of the error)
13  Java Game APIs & Engines / Java 3D / Re: Overlays/Interface Panels - best way? on: 2005-03-30 16:21:04
it's a long time ago but i tried the same, using J3DGraphics2D. And the framerates dropped from 100 to 40 or so. It's a big lost but not as drastic as your experience. (I used j3d dx version on win)

14  Java Game APIs & Engines / Java 3D / Re: Screen capture images are corrupt on: 2005-03-03 08:39:53
http://www.java-gaming.org/cgi-bin/JGNetForums/YaBB.cgi?board=3D;action=display;num=1092234068;start=2#2
15  Java Game APIs & Engines / Java 3D / Re: spam this API. on: 2005-03-03 08:26:09
first, you could take a look at sun's tutorials to refresh your mind.
To do it, simply use a behavior using WakeupOnAWTEvent.
16  Discussions / Community & Volunteer Projects / Re: FFT developers and artists needed on: 2005-01-20 08:07:58
wow, what a suprise! one point for you!  Smiley
17  Discussions / Community & Volunteer Projects / Re: FFT developers and artists needed on: 2005-01-19 17:03:13
it means at least the guy have big chances to never see your post  Roll Eyes
18  Discussions / Community & Volunteer Projects / Re: FFT developers and artists needed on: 2005-01-17 20:37:38
this topic is nearly 2 years old :p
19  Game Development / Artificial Intelligence / Re: the AI contest is here on: 2005-01-13 18:48:48
As the initial post says:
Quote


there was only a single submission  :-/
20  Game Development / Artificial Intelligence / Re: the AI contest is here on: 2004-11-15 21:21:55

thanks, should now be fixed.

concerning the beacon coordinates as point, it would be preferable to make a small method in your pilot class like:
private Point getFirstBeaconPos(int gate) {
  return new Point((int) track.getFirstBeaconX(gate), (int) track.getFirstBeaconY(gate));
}

Or fill a point array in the init method.
21  Game Development / Artificial Intelligence / the AI contest is here on: 2004-11-15 09:43:34

EDIT:

News & infos


---------------------------------------------------------------------------

...well well well, the time for this contest is arrived! welcome!

The subject is... Racing! Half way between classic car races and frictionless space ship motions, you'll have to program the best AI you can. What makes this race different from the others is the frictionless motion of ships: once a ship moves, it continues to drift away until it accelerates in the opposite direction, like in asteroids game. And the same applies also to angular velocity/acceleration. Managing good curves and overtaking others become really a tricky challenge. On the other hand, they are also a bit like usual car races because of the (angular) velocity limits.
The track to follow is simply represented as a serie of of gates, where each gate is made of two "beacons", where ship must pass through as quick as possible.

As you've guessed, the aim of this contest is to make the best pilot AI. In the end, all these AIs will compete against each other on various tracks and using various ship parameters. (Details will be set later depending on the number of entries.)

Now you can:
-watch the demo applet
-download the framework
-browse the javadoc
-look at a race test and pilot AI example
-read details & FAQ
-read the "first thoughts" about how to make the AI


I tried to keep the framework and the way to use it as simple as possible. I hope you appreciate the way it is done. The framework will be updated soon to provide more test tracks, fix eventual minor bugs and, most important, two other mini AI examples.

Simple rules, simple framework and a universe of complexity: enjoy!

22  Game Development / Artificial Intelligence / Re: ...AI programming contest starting on the 15t on: 2004-10-31 20:12:07

...i know, i know, the poll wasn't extraordinary. Let's say i think it's worth a try.  I have nothing to lose, so do they. As well, the majority of them said it depends a lot on the kind of challenge, so maybe some of them will like it.

...and the reason because i wait two weeks is that not everyone is a regular reader, maybe someone will see this next week or so. Therefore it would be unfair that some start now while others aren't informed about. Isn't it?

That's it, we'll see...
23  Game Development / Artificial Intelligence / ...AI programming contest starting on the 15t on: 2004-10-31 19:28:29

...after the poll, it is now time to go into action!

hi!

Have you ever wanted to build a good AI? a good AI that could challenge other AIs? This is the aim of this upcoming contest! Based on a java framework, a mini game simulation, you'll be able to program your own AI (in java) with a broad variety of techniques (novices as well as experts can find their interest in it). Once the AIs will be made, they will compete against e that will compete against each other and the one which performs the best wins! What do you think about it? interested?

So here it goes...
The contest will start in two weeks and all informations will be unveiled, the framework provided and an example shown. You'll have three weeks to build the best AI you can. ...Sadly, I can't give details about the challenge itself in order to not give some advantages. You'll have to wait until start date.


Vital informations
------------------

programming language: java

start date: monday 15th november
deadline: sunday 5th december

recommended level: anyone

rules:
-Any freely available library / API / code can be used.
-You can work alone or in groups, even the whole community itself (then it would become a community challenge Wink, but in this case, we would need an agreement of each community).
-Sources must be submitted.
-java version 1.5 will be used for testing



Once ended, we encourage the winner to write a brief article explaining his work afterwards for everyone to read.

To have more people competing, a variety of communities have been contacted:
ai-depot.com
ai-junkie.com
flipcode.com
gamedev.net
generation5.org
java-gaming.org


FAQs:
-----
Q: do we need any extern lib?
A: no


PS: i hope it'll run fine!  Tongue
24  Java Game APIs & Engines / Java 3D / Re: Branchgroup RemoveChild on: 2004-10-29 19:37:15
it's long ago i touched j3d, but i think the ALLOW_CHILDREN_WRITE bit should be used if you want to remove some child. Whereas ALLOW_DETACH is used to detach oneself. ...I may be wrong.
25  Game Development / Artificial Intelligence / Re: What do you think of an AI contest? on: 2004-10-05 06:19:48
yeah, this discussion is going in every direction...
To state it again: if enough people are motivated i can work and provide a simple framework and the contest would be to write the best agent AIs.
...but i don't feel enough people will take part.
26  Game Development / Artificial Intelligence / Re: What do you think of an AI contest? on: 2004-10-04 12:40:26
yeah, robocode is a nice cool app... however, this was a proposal for an alternative challenge. Making such an improved robocode would be out of my capabilities anyway and way to much coding.  Lips Sealed
27  Game Development / Artificial Intelligence / Re: What do you think of an AI contest? on: 2004-10-03 19:02:58
cool!  Wink

It's exactly what you meant, what i'll provide is a simple game skeleton where AI players compete against each other. However, i can't tell the sort of game now. No evolved libs will be used, just plain standart java2D, so that there is no need to install libs nor compatibility issues. Then you'll use some interfaces acting as a layer between the game and the AI.
28  Game Development / Artificial Intelligence / What do you think of an AI contest? on: 2004-10-03 09:56:03
hi guys!

Some time ago, i was toying around a new game, and it turned out that making the AI was a real challenge. I tried some simple stuff but the results were pretty poor and i feel there is much potential on developping AI. So i thought, it would be even more interesting to focus only on the AI and make a contest out of it!

...As you can see, it is very vague now. On the other hand, i can't say more so that the contest could take place "correctly", unvailing the details to everyone at the same time. The only thing i can say now is that it has much potential and can be implemented with a variety of techniques. ...And it's not that easy. ...And the AI's will compete against each other. ...It'll be fun, you'll see!

If there is enough people wanting to take part of such a contest, then i'll make a small framework to build the AI on the top of it and to visualize how it performs or "quick-testing" it. Then start dates and deadlines will be set and details unveiled.

What do you think of this?

PS: I promise it'll be interesting  Grin
29  Java Game APIs & Engines / Java 3D / Re: Java 3D Web Start trial deployment on: 2004-09-02 18:23:08
Good news! it was time!
30  Java Game APIs & Engines / Java 3D / Re: How to draw a line between two points on: 2004-09-02 07:31:32
add t3d.invert(); after the t3d.lookAt(...);
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