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1  Discussions / Jobs and Resumes / JG Games is Hiring on: 2008-10-03 14:09:25
If you are interested in working in downtown Austin on a cool  product, there is an open position.

The text below details the position, but basically it's a server side Java position working with a bunch of great guys on an great product.

The company:
The product:

if you are interested send along your resume to:

Additionally, if you are a flash/flex developer or know someone who is we are looking for them as well (job info can be found on the company site).

Java Web Application Developer

Position Summary and Company Philosophy

John Galt Games is hiring a Web Application Developer to work on WebWars, an innovative web based, high capacity, high concurrency game. This position will aid in the development of a high performance platform for the launching these series of games.

Our company philosophy is simple - we want to make extraordinary games that bring people together. With the explosion of social media and astonishing advances in gaming development and creativity, the gaming world is now even more explicitly part of the media universe. John Galt Games (JGG) is dedicated to creating games that acknowledge that transformation, that seek to reach players outside predictable gaming models and create new kinds of gaming communities.

We think great games should be easy to learn, but difficult to master, and should provide a memorable experience for both new and experienced gamers.


The position will require the contribution to both the design and implementation of a complete gaming platform. The candidate needs to be comfortable with an iterative development environment and unit test driven programming.


The ideal candidate must have demonstrated the following proficiencies with high volume, commercial web application design, development and implementation for a period of 3-5+ years.
•         Proficiency in Java and XML
•         Proficiency with SQL
•         Strong knowledge of web server technologies, configuration, scaling, optimization and security


The ideal candidate could likely have experience in the following areas.
•         Web module development
•         Web tool UI development
•         Additional web development skills, such as toolbar/plugin development
•         Game industry experience preferred
2  Java Game APIs & Engines / jMonkeyEngine / Re: is it easy ? on: 2007-11-16 14:36:45
It's easier than wrestling a bear, that's for sure.
3  Discussions / General Discussions / Re: Java 1.6, Macs and Leopard on: 2007-10-31 13:46:10
There's always been a slight delay between JDK releases and OS X releases:

Tiger just saw the release of 1.5 at the same time, so people forget what happened before that.
4  Discussions / General Discussions / Re: E3 2007: NCsoft signs exclusive PlayStation development deal on: 2007-07-12 15:20:53
We are also hiring in Austin (some related to this thread, some not). So, for those in the Austin area or would like to be:

5  Discussions / Jobs and Resumes / Re: NCsoft Looking For Engineers on: 2007-03-26 20:53:06
Don't think I can really answer those questions, HR might smack me around.
6  Discussions / Jobs and Resumes / NCsoft Looking For Engineers on: 2007-03-23 14:19:21
So, we are now entering the phase of ramping up staffing for our little "project" here at NCsoft. We've started the hiring process for non-engineer positions, and are starting to look into engineer positions now. It should be noted that this is not an official job announcement, but more a request for resumes. However, this announcement has been approved by our HR department. The job will require relocation to beautiful Austin, Texas.

NCsoft, the leader in Massively Online Gaming, is now hiring Software Engineers to work on a next generation Java-based MMO.

Applicants must be proficient in Java and previous game development experience is a huge plus. Candidates will be part of a small creative team. Ability to communicate well with other programmers, artists and creative directors is essential.

We are filling multiple positions, but a strong knowledge of 3D Graphics, Server design and general game design is desired.

* Bachelor’s degree in Computer Science or related field, or equivalent experience
* Software engineering approach incorporating requirements gathering, design, implementation, and testing phases
* Comfortable working within a structured engineering process that includes technical design documentation, coding standards, checklists, and code reviews
* 5+ years programming experience using Java
* Knowledgeable in refactoring, optimization, and when they are appropriate
* Production-oriented mindset: high-quality, schedule-driven, focus on shipping the game
* Desire/ability to work in a team environment
* Strong communication skills and ability to collaborate with teammates is essential
* Self-motivated, and able to work with minimal direct supervision

* Previous game industry experience, with a minimum of two shipped titles or equivalent experience
* Solid grasp of server architecture and TCP/IP networking fundamentals
* 3+ years experience with client/server programming
* OpenGL experience
* jME (jMonkey Engine) experience
* Previous MMO development experience
* Avid MMO gamer

For consideration, submit resume and salary requirements to myself (, Joshua Slack ( or Steven Wartofsky (
7  Java Game APIs & Engines / Xith3D Forums / Re: Quake3D level loader... where is it? on: 2006-10-26 17:41:32
Here's my results. This is a pretty high-end system, Intel Dual Core (Conroe) 2.4GHz, 2Gig RAM, Radeon X1800.

Java3D - 348FPS
Xith3D - 306FPS
jME - 530FPS
8  Game Development / Newbie & Debugging Questions / Re: How did you start? on: 2006-08-04 01:17:50
Got a Commodore Vic 20 (hand me down from my brother) and started typing in code from Byte magazine. Got a Commodore 64 (hand me down from my brother) and continued typing in code from Byte magazine. However, at this point I started trying out my hand with Zork style games in BASIC. I then got an IBM clone (286 16MHz) and continue with BASIC (GW-BASIC and then Q-BASIC). Started fooling around with C with my new 486 while going to the university. During my degree did lots of C/C++ on Slackware Linux (CS program used that exclusively). I then graduated and got a job working on a combat simulator and worked with Java for the first time. Did that for a couple years, then started working on Weather applications for a few more years. During this time, started getting interested in graphics (I was responsible for the graphics in the simulator), and started fooling around with OpenGL. Started jME and it gained a bit of popularity and the eye of NCsoft. Got hired by them and have been working on MMOs since (all 6 months Wink ).
9  Java Game APIs & Engines / Xith3D Forums / Re: jME - the future of Xith3D ? on: 2006-05-22 17:55:52
This is a suprising thread to see, to say the least.

There are enough differences in implementation, design philosophies, etc that this is just not a good idea. You actually think xith3d users are going to migrate to jME with open arms? I'm very proud of what jME has become, but I'm not going to delude myself into thinking that it is the answer to everything. Giving people choice, and doing things in a few different ways IS a good thing, your crusade for standardizing everything into single shared community libraries is counter-productive. The freedom to explore ideas in different directions, compete a little bit between one another and strive to make the library that much better benefits everyone. Not to mention, now that jME has entered more of a commercial space, it's objectives don't always mesh with the community at large. While NCsoft, Three Rings, Jadestone and Gamalocus tend to give back code to the open part of jME, we (NCsoft and I assume the same can be said for the others) hold back some of the best features for ourselves... we are still a business afterall.

In fact, jME and Xith are different enough that you might not even want to compare the two, but instead start looking at what Java3D has done and compare it with Xith. There still seems to be a lot of catching up to do to get where Java3D has gotten.
10  Discussions / General Discussions / Re: Polygon counts? on: 2006-04-08 20:37:19
Should is very subjective, so I'll just give some numbers we use at work. For the Java stuff, we are sticking around 1 - 1.5k (this is mostly a self imposed limited to keep filesize down), where most of the current gen games here (Guild Wars, CoH, etc) are in the neighborhood of 5k. The next gen stuff being worked on is around 10k. These numbers are very unscientific and of course estimations (not to mention, just me asking around). Also, generally, the Player models have ~50% more polys than the normal monsters (except boss creatures of course).

11  Java Game APIs & Engines / jMonkeyEngine / Re: *Sticky* FAQ on: 2006-04-05 20:37:47
12  Java Game APIs & Engines / Xith3D Forums / Re: jME, Xith, Java3D comparision for Quake3 level on: 2006-03-31 18:39:44
13  Java Game APIs & Engines / jMonkeyEngine / Re: Can I get source for the demos? on: 2006-03-23 19:12:13
14  Games Center / 4K Game Competition - 2006 / Re: who needs judges? on: 2006-01-30 19:09:11
I'd be willing to judge depending on the time frame. I'm moving to Austin, TX mid-Feb, so will be indisposed for a few weeks.
15  Games Center / 4K Game Competition - 2006 / Re: who needs judges? on: 2006-01-30 18:19:30
I think we should just text IDOL01 into our Cingular phones to vote for Latoya London!

After reading this thread, I believe the title is answered : "who needs judges?" The 4k Contest and it needs them badly.

16  Java Game APIs & Engines / Xith3D Forums / Re: Porting Quake III to Java3D on: 2006-01-05 18:52:41
The latest test results as reported by Renanse on the jME forums:

I may sound like a broken record here, but since this is .10 related development, I'm putting a lot of time into the BSP / Portal arena...

On that note, here's the latest FPS/mem comparisons for the Q3 demo.  The mem readings are from trackings done in YourKit and are done in the following way:  start the scene, kill cpu profiling, force garbage collection, fly around the level on a preset path, then fly up in the sky looking down at the level until the whole thing is visible. (total time 2 minutes)

Heap: (Used is average over last 30 secs)
jME: Allocated 24.2MB  Used: 14.3MB
j3D: Allocated 52.1MB  Used: 34.0MB
Xith: Allocated 59.4 MB  Used: 39.5MB

Non Heap:
jME: Allocated 9.3MB  Used: 8.3MB
j3D: Allocated 11.5MB  Used: 10.9MB
Xith: Allocated 11.2 MB  Used 10.9MB

Summary: (totals)
jME: Allocated 33.5MB  Used 22.6MB
j3D: Allocated 63.6MB  Used 44.9MB
Xith: Allocated 70.6MB  Used 50.4MB

jME uses about half the memory of the other two engines for this demo. 

On to FPS: (on all of them I wait 30secs into the start for burn-in)

Initial Position:
Xith: 210FPS
jME: 341FPS
Java3D: 356FPS

Initial Position looking opposite direction: (down the hall)
Xith: 40FPS
jME: 120FPS
Java3D: 122FPS

Top down:
Xith: 15FPS
jME: 55FPS
Java3D: 80FPS

So all in all, we're looking pretty good.  Once we had all the checks in place to make for a generic solution the FPS went down a little bit for some and up for others.  I also made a few changes to the jME quake3 demo to get our texture calls to be the same as Java3D's that may have brought things 1-2 FPS down.  Remember also that we have mouse control.

I believe we could squeeze out a few more FPS through various small tweaks, but I think Java3D's bump is due to using more than one thread.  We may eventually try that and we have other tricks up our sleeves besides, so stay tuned.

EDIT: I can't add... sheesh

You can also read more of the thread discussing this on the jME forums if you wish:
17  Java Game APIs & Engines / Xith3D Forums / Re: Porting Quake III to Java3D on: 2006-01-05 17:47:26
Pretty much locking and display lists were the big ones. However, we implemented these in a very generic way so it can be used for any scene element (i.e. didn't do it just for the Quake test), thus it could probably be faster in some ways if you are just doing it for the Quake test. The demo also pointed out a few areas for improvement (better texture state organization, etc).

This test really was great for allowing us to find huge performance gains quickly. We still have a lot of things we want to implement that it brought forward.
18  Java Game APIs & Engines / jMonkeyEngine / Re: Question about how to contribute to JMonkey source code on: 2006-01-04 19:57:20

lists everyone whose contributed in some way.

Anyways, yes, we limit CVS write permissions to keep the noise to signal ratio reasonable, but people contribute often by posting code snippets, bug fixes, etc on the jME forums.
19  Java Game APIs & Engines / Xith3D Forums / Re: Porting Quake III to Java3D on: 2005-12-20 21:57:13
This was a great exercise, and really let us find out a couple weaknesses in our (jME) rendering pipeline. Specifically, we found two issues, that we can now fix.

1. Static geometry should not update (transform/merge) boundings up the tree, as it's not changing. Wink
2. Sending small trimesh data to the card without batching is very wasteful (sending 3700 individual data objects to the card one at a time).

After playing with the demo some, and doing some hacks to force these improvements into the renderer for this case, I went from ~85 FPS to ~250 FPS (for initial starting position). And ~15 FPS to ~60 FPS on full level view.

So, this was a fantastic demo to point out a couple areas that we can gain the most improvement. Thanks for the effort, Tom.
20  Java Game APIs & Engines / jMonkeyEngine / Re: Ease of Transition and where jMonkeyEngine is at... on: 2005-12-14 15:29:26
Firstly, how stable is it?

That's a hard question to answer. It's very rare that we find any application crashing anymore. A couple game companies have put stake in us, and have yet to complain about stability. In our experience, if you have no problems with LWJGL, you'll be fine with jME.

Secondly, how easy is it to learn to use jME if you've got a fair understanding of Java3d- I'm figuring it's probably quite different?

The API is quite different than Java3D. But if you know Java3D well, the overall concepts are the same, just applied differently. Documentation is improving to help with this learning curve (still has a ways to go, but getting there).

Finally what are the main practical advantages of jME in terms of performance and productivity?

I can't really answer that, as I haven't used Xith3D before. I have a feeling that performance difference between the two are minor enough that it wouldn't be a major deciding factor. I think it mostly will come down to community and features. And the speed at which new features are added and bugs are fixed. I would suggest heading to and hanging out for a bit, see if you like it.
21  Java Game APIs & Engines / jMonkeyEngine / Re: Performance issue on Float vs UNSIGNED_BYTE for RGBA colors on: 2005-11-17 22:03:20
This thread is covered in the jME fourms

22  Java Game APIs & Engines / jMonkeyEngine / Re: Getting started on: 2005-09-23 23:59:50
Getting started page doesn't reflect this fact (changing it right now...), but now there are multiple jars created for various modules (for instance DynamicSmoker requires jme-effects.jar). So, look in your target directory and include all the jars.

P.S. I only check this forum about once a day, so, for faster responses use:

23  Java Game APIs & Engines / jMonkeyEngine / jME 0.9 out on: 2005-09-22 22:15:27
It's been a long time coming, but jME (jMonkey Engine) version 0.9 has
been released. This "maintenance" release has gone a long ways towards
alleviating memory issues. While no major functionality was added, the core API has been greatly optimized and enhanced, allowing for a cleaner, faster and better overall engine.

You may obtain the latest release (requires LWJGL 0.98) here:;jsessionid=64FFCD7B743C37D34BE414B5E81D9067

The following enhancements and changes have occurred:

-Memory Improvements! Reduced memory by over half, some cases 80%.
   *Removal of duplicate geometry data
    *Cleaning up of BoundingVolumes
   *Optimization of RenderStates.

-Debugger class allowing for a central place to do test renderings (Boundings and Normals).

-Addition of the JMECanvas allowing AWT integration into Java components.

-SharedNode and SharedMesh have been added, allowing scene data to be used multiple times in a scene.

-Cleaning of the API
   *Better fallbacks for lower end cards.
   *Mac improvements
   *Renderer is now an abstract class, allowing generalized code to move into its common methods.
   *Spatials and BoundingVolumes now have a type, allowing the user to determine the subclass without requiring use of instanceof.
   *Removal of unsupported packages (UI and Widget)
   *Fixed Transparency issues.
   *Multiple frustum plane camera.
   *Many bug fixes.

Thanks to everyone that have contributed, and thank you to the users for supporting us.

Questions/Comments/Concerns: visit
24  Discussions / Miscellaneous Topics / Re: *snort* Programming job for a teen still in highschool? on: 2005-09-05 22:09:20
It's hard enough for CS graduates to find programming jobs, much less highschoolers. I've not ever seen a highschool kid working in any office I've been at (college interns being the youngest).

I think you are going to find it incredibly difficult to get a job like that, unless you happen to know someone. Just do like the rest of us do and make pizza, go to college, then struggle to get that job again. Smiley
25  Java Game APIs & Engines / jMonkeyEngine / Re: First example of tutorial (HelloWorld) not running ... on: 2005-08-02 17:07:05
I use the jME 0.8 and the lwjgl 0.97alpha.

jME 0.8 is only compatible with LWJGL 0.94, so try getting the nightly build as mkm said. Or downgrade lwjgl.
26  Java Game APIs & Engines / JInput / Re: Congradulations to Endolf on: 2005-07-25 00:12:24
Expect your first paycheck soon...
27  Discussions / General Discussions / Re: Eclipse 3.1 on: 2005-07-17 00:59:07
I also have Eclipse in the dock in 10.4.2. I dragged the Eclipse launcher into the dock (make sure you drag the one with the eclipse logo), and it stayed in the dock fine. It does do the strange thing where to creates another "running icon" in the dock when it starts up, as swpalmer said.

I really wish they would just make it a proper .app

Hope that helps.
28  Discussions / Miscellaneous Topics / Re: Adobe Photoshop 7.0 for Mac OSX on: 2005-06-30 20:04:08
Yep, you beat me to it. Elements is aimed for us non-professionals (read: cheap). Smiley
29  Game Development / Newbie & Debugging Questions / Re: Safari (worlds worst web browser) and applets... on: 2005-06-28 14:20:23
Boy, too bad Chris turned off the karma, this thread could then be marked -10 worthless.

You said it doesn't work in the "latest (current)". Which it works fine, if your people knew what they were doing. Then you try to change your post's meaning... nice.

You said it requires a "secret" hack to turn on. Which it requires a defaults write, never been a secret, it's a developer tool (which is what the debug line is aimed at).

You say that bugs release "1 month ago" are so severe that many users stop using it. Ok, um, what? Where is even the anecdotal evidence?

So, I'm afraid your "works for me" is nice for you, but I know it's not the same for everyone else

Maybe you need to point your staff to people who know what they are doing? Or remove them from the payroll?

And let's see you call people who use it "dumb" and to "screw-em". You call it a "lame" OS.

This is a very ignorant post. Next time instead of coming on here and complaining, do a little research, find out what the problem is and fix it. You'll find that YOU are the isolated case, and YOU should look into why that is.

EDIT: Anyways, you are pretty damn good at Trolling me, I don't know why I always bite on your obvious flamebait posts. Counted to 10... better... in conclusion, don't support Safari, I know I don't care, and the only people it will hurt is you.
30  Game Development / Newbie & Debugging Questions / Re: Safari (worlds worst web browser) and applets... on: 2005-06-27 19:03:16
P.S. I've had zero problems with any sites (including my banking, Wells Fargo) and Safari. If your little birdie cares to ellaborate, perhaps I can see if I have problems on some of these sites.

Macintoshian Achaia never mentions any severe Safari issues, so I have a feeling his *might* be an isolated case.
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