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1  Java Game APIs & Engines / OpenGL Development / Re: LWJGL demos and pieces of code... on: 2004-07-16 12:22:02
You need to update your link Chman Wink

edit: http://chman.kaioa.com/blog/index.php?module=pages&page=lwjgl   bah
2  Java Game APIs & Engines / OpenGL Development / Re: LWJGL demos and pieces of code... on: 2004-06-21 11:40:00
yep all the download links are broken  Huh

(on IE here, sadly, I'm at work or else I'd be using opera or Mozilla)
3  Java Game APIs & Engines / OpenGL Development / Re: LWJGL decisions, decisions... on: 2004-05-18 14:31:57
I think what you want is a Camera class and if so, you might want to look at JCD's utils http://www.java-gaming.org/cgi-bin/JGNetForums/YaBB.cgi?board=LWJGL;action=display;num=1081673188

there's a camera class in there that does basic WSAD movement Smiley

HTH


edit: *curses his fat fingers*
4  Java Game APIs & Engines / OpenGL Development / Re: ported kev's TextureLoader on: 2004-05-05 18:54:52
Noob question inc  Huh

What image formats are supported by awt's BufferedImage?

I'm gonna use this purrrty textureloader as soon as I find textures to load  Grin


edit: added a 's' to formats Wink
5  Game Development / Newbie & Debugging Questions / Re: LWJGL Game Init and Main Loop on: 2004-05-05 16:53:43
ohh, this makes me think of a question to add to the wiki which I'm gonna do right now


that is, how to get the latest working binaries from CVS (if it's even possible, if not, how to compile them)

so uh yah *goes on the wiki*

Thanks again!

Now if I can only finish my personnal SCM perl script
(it's gonna do a bunch of fun things, all based on a config file, like huh backup the latest version of a project, package and sign the jars, copy the source to a showsrc directory and what not) Smiley
6  Game Development / Newbie & Debugging Questions / Re: LWJGL Game Init and Main Loop on: 2004-05-04 14:57:12
ok, so how do I force time based logic?

create an application tick (i.e. something time based that is constantly updated, kinda like the frame rate I suppose) and if that application tick is greater than our update rate, we update our logic? is that how it should be implemented?

Anyways, thanks for the eye opener, I'll see how I can turn my game into a time based one Cheesy


edit: NM, just went through parts of Kevin Glass' tutorial and it's pretty straightforward Cheesy, 2 thumbs up for Kevin
7  Game Development / Newbie & Debugging Questions / Re: LWJGL Game Init and Main Loop on: 2004-05-02 20:36:39
VSync is based on the desktop's refresh rate and that can range from 60 to 85 (normally).  So when VSync isn't enabled you have to use the hardcoded frame rate (60) right?

so huh won't the game run faster on a 85Hz vsynced computer as opposed to a 60Hz app controlled computer? Will there be a big difference?
8  Games Center / Archived Projects / Re: Squareheads on: 2004-05-02 20:33:06
Really really good stuff, I get some really good fps too! Smiley

If only I could play for more then 5 secs at a time :|

it crashes to the menu after a few seconds...

gnah well, still looks really really good Cheesy
9  Game Development / Newbie & Debugging Questions / Re: LWJGL Game Init and Main Loop on: 2004-04-23 19:38:07
1) /bump

2) woot! thx a zillion, that's gonna motivate me to actually do something (heck I've been around for a while and have yet to start anything, gd time constraints)

3) private static final float FRAMETIME = 1.0f / 60.0f; *claps at the time based loop* what happens if the fps drops below 60? (i.e. if the graphic card/cpu can't handle it?) and huh if this works like I think it does, do you really need to put setVSyncEnable?

4) no mouse? tsk tsk Wink

Thanks again from the most experienced in noobiness newless clubie  Grin
10  Java Game APIs & Engines / OpenGL Development / Re: LWJGL Models on: 2004-04-19 15:17:30
ohhh fun Smiley

any ETA on that? (well the alpha version or smthg)
I'd love to mess around with models (w/o paying for a modeler or learning Blender) Wink
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