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Discussions / Miscellaneous Topics / I am so sick and tired of this ....
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on: 2004-07-30 19:07:42
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DISCLAIMER: The following is a pointless Rant:
Yes.... I am extremly sick and tired of this. and I'm gonna (re)start a new thread that the topic that will ALWAYS be around. and NEVER get an answer....
I hate C++ programmers. They piss me off. I'm sick and tired of defending java. People just don't listen to what you are saying. They're all arogant in their little own world and can't admit that sometimes, change is good.
I'm suck of all their BULL#$%@ reasons why Java "sucks"
Reason #1: Java is too slow They play this like its the ace of trump of something.
A: What? You're coding in Java? Java is too slow.... What the hell are you thinking? Why would people code anything in Java?
B: Have you coded anything in java before?
A: Well, other than school assignments, no.
B: Have you heard of any situation of products where it was too slow, and the solution which solved the problem was switching from Java to C++?
A: No.....
B: Have you seen any of the benchmarks using newer version of JVMs?
A: No.....
B: So java is too slow because?
A: That's what I hear.
B: Seriouly , stfu.
Java is never gonna lose this image. And I think its sad. I've worked at 3 different places on products which are based entirely on java. Never ONCE was speed (non-Swing-GUI aspect) a problem.
I strongly believe that on a high application level, java's speed is good enough to handle anything.
(NOTE: There are probably right ways to do Swing as shown by JGoodies to make it fast. We just didn't know of them at the time.)
Reason #2: Java has no Pointers, enumeration, blah blah *insert fav useless problematic functionality here*
These things were removed for a reason. There are whole thread devoted to argueing these, so I'm not gonna bother.
I'm just gonna say, if you shoot down another language because you can't do you gimmicky tricks in it. That doesn't really say much of your skillls as a programmer doesn't it?
Most Java programmer I've met, pride themselves in reconizing and applying design patterns, good OOP deisgns and refactoring techniques. Aswell as Utilizing Unit testing and test first philsophies.
Most C++ programmers, pride themselves in being able to pull fancy memory and pointer techniques out of their ass to cause pain who ever has to read their code in the future and gain a 0.0000001 % increase in performance.
B: Seriouly , stfu.
Reason #3: What futher pisses me off is that they totally ignore the good things about java. and shoot down your arguements....
B: One of the reasons I love java is cause everything is standarized. You know where to go for documentation. Which are always up to date. And they constant to make improvements on it. and you get improvements everytime there's a new version.
A: That's cause Java sucks, STL is perfect, no need to EVER improve it.
B: .....
Conclusion: I'm sick and tired of this. I'm pissed off, and I'm not making sense. And I'm just looking for some support. Looking if there's any one in my corner.
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Java Game APIs & Engines / OpenGL Development / LWJGL on Linux
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on: 2004-07-27 02:59:52
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I tried porting my lwjgl game to Linux, and ran into the following problems:
Picking (Mouse location) doesn't work: It seems that the window is confused as to where the mouse is. However, if you drag the mouse out of window, in all directions then picking seems to work.
I can't seem to render in full screen mode if I called glOrtho
Any help would be greatly appreciated. Thanks !
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5
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Game Development / Newbie & Debugging Questions / Re: Porting problems
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on: 2004-07-27 02:12:27
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It seems the only files with problems are the ones I created myself in MSPaintshop and then converted to PNG file using ACDSee.....
but all the other textures I've downloaded from the internet seems to work fine. I don't know what would be wrong.
Under windows the textures load perfectly.
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6
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Game Development / Newbie & Debugging Questions / Porting problems
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on: 2004-07-27 01:25:08
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I'm trying to port my game to linux, and it seems there is a problem loading the textures... Here is the error: 1 2 3 4 5 6 7 8 9 10 11 12
| java.lang.IllegalArgumentException: Width (-1) and height (-1) must be > 0 at java.awt.image.SampleModel.<init>(Unknown Source) at java.awt.image.ComponentSampleModel.<init>(Unknown Source) at java.awt.image.PixelInterleavedSampleModel.<init>(Unknown Source) at java.awt.image.Raster.createInterleavedRaster(Unknown Source) at java.awt.image.Raster.createInterleavedRaster(Unknown Source) at java.awt.image.BufferedImage.<init>(Unknown Source) at srw.TextureManager.loadTexture(TextureManager.java:75) at srw.TextureManager.loadTextures(TextureManager.java:63) at srw.FrameLauncher.init(FrameLauncher.java:320) at srw.FrameLauncher.run(FrameLauncher.java:167) at srw.FrameLauncher.main(FrameLauncher.java:89) |
Here is the code which calls it.... 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49
| public void loadTextures()
{
textures.put(T_FONT, loadTexture(T_FONT));
buildFont();
textures.put(T_BUTTON_1, loadTexture(T_BUTTON_1));
textures.put(T_GRASS, loadTexture(T_GRASS));
textures.put(T_GRASS2, loadTexture(T_GRASS2));
textures.put(T_STONE1, loadTexture(T_STONE1));
textures.put(T_STONE2, loadTexture(T_STONE2));
textures.put(T_METAL1, loadTexture(T_METAL1));
textures.put(T_METAL2, loadTexture(T_METAL2));
textures.put(T_GREY1, loadTexture(T_GREY1));
textures.put(T_GREY2, loadTexture(T_GREY2));
textures.put(T_PARTICLE, loadTexture(T_PARTICLE));
textures.put(T_MENU, loadTexture(T_MENU));
}
private final Integer loadTexture(String path)
{
Image image = (new javax.swing.ImageIcon(path)).getImage();
BufferedImage tex = new BufferedImage(image.getWidth(null), image.getHeight(null), BufferedImage.TYPE_3BYTE_BGR); |
The last line is the one that is crashes on.... and it seems to crash when it is trying to load Grey its weird cause the other ones seems to load fine.
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7
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Game Development / Newbie & Debugging Questions / Re: Drawing a Quad
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on: 2004-07-25 20:17:43
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All the Nehe Tutorials seem to draw the quads using GL11.glVertex3f Hmm, I can't seem to get it working.... I'm doing 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23
| public void render() { GL11.glLoadIdentity(); GL11.glOrtho(0, 640, 0, 480, -1, 1); draw2DQuad(0,0,200,200); }
private void draw2DQuad(int x1, int y1, int x2, int y2) { GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex2i(x1,y1); GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex2i(x2,y1); GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex2i(x2,y2); GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex2i(x1,y2); GL11.glEnd(); } |
If I do a 1
| GL11.glTranslatef(0.0f, 0.0f, -2.0f); |
after the glLoadIdentity, I can see the quad on the screen, but not a the location where I specified it do be.... 
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Java Game APIs & Engines / OpenGL Development / Re: 3DS files and LWJGL
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on: 2004-07-24 20:03:31
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Due to DP's strong support for jME , here and in other posts... I've decided to research deeper into jME. Problem is: I'm an idiot, and can't get the CVS working HOST : cvs.dev.java.net Repository Path :  User: guest Password : *blank?* Help? 
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Java Game APIs & Engines / OpenGL Development / Re: 3DS files and LWJGL
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on: 2004-07-24 05:04:24
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Does anyone know if another way to load 3DS files with LWJGL  It seems this one only loads from 3D studio V3... As well as I can't figure out how to get textures to work. I looked at JME for a little bit. can't seem to find enough documentation on it to start. Just wondering what people use for loading models for LWJGL ?? EDIT: While searching for something which loads models into openGL, I came across this : http://www.jpct.net/I guess this is what I'm looking for ... I can't seem to find a tutorial or example code though... If some one can kick me towards the right direction, that's be great. Along with jME and Xith, which one is better ?? It seems Xith has more support for JOGL right now... Maybe I should ditch LWJGL and go with JOGL *Hides before the stones come flying at him*
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Java Game APIs & Engines / OpenGL Development / 3DS files and LWJGL
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on: 2004-07-24 01:31:57
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Hi, I'm trying to use the 3DS loader package provided by: http://games.swizel-studios.com/Anyone have experience using this package? It seems that when I load a 3DS file using scene = new Scene3ds(new FileInputStream("data\\skeleton.3ds")); The system.out keeps getting sent numbers which I guesstimate to be framerates. Is there a way to turn that off? Right now I added a call: System.setOut(new PrintStream(new ByteArrayOutputStream())); Really stupid hack...
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Java Game APIs & Engines / OpenGL Development / Re: Noobie Mouse Question
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on: 2004-07-22 09:36:52
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Is there a way to read in PNG or BMP files into the IntArray image format used for mouse cursor creation?
I haven't had much experience working with reading image files and their formats and what not.
The only example code would be the texture loading functions. But that loads images into byteBuffer, not an IntBuffer. How do I convert from 1 format to the other?
As well, what do I set as the transparent colour for the coursor image?
0x00 or 0xff ??
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Java Game APIs & Engines / OpenGL Development / Re: Noobie Mouse Question
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on: 2004-07-22 07:07:07
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Hmm... I think I get it better now...
But I'm not sure what you mean by "Use 1 when you don't need any cursor control whatsoever. "
k, here's more detail to my problem. I want to do 3D picking, and it seems that when I call Mouse.getX() and Mouse.getY(), it doesn't return me the real position of the System cursor.
I guess what I want is what's in the HWCursorTest.java file. I've just been blind.
I noticed that HWCursorTest is NOT listed as one of the demos in the READ me file of the lwjgl package.
I have the lwjgl-win32-0.9 package. Having stumbled across it, I think its what I'm looking for.
How ever, I'm still hoping if there's a way to just use the native cursor....
and all the flips in the code is confusing the hell outta me...
I guess I should brush up on NIO
EDIT: is the HWCursorTest suppose to have an animated cursor? I can't seem to get that to work in the demo....
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Game Development / Newbie & Debugging Questions / Re: Picking in 3D
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on: 2004-07-21 08:10:37
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I'm blind and stupid.
The answer was already given to me, and I just didn't think about it.
I allocated the glSelectBuffer with a IntBuffer created by IntBuffer.allocate();
I made the change for the viewport buffer. but didn't think about making the change for the selectBuffer, probably cause there was no direct message complaining about it.
Conclusion of the night, I'm blind and stupid. Thanks for your help guys !!
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Java Game APIs & Engines / OpenGL Development / Re: Noobie Mouse Question
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on: 2004-07-21 07:55:23
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haha, I see, I was just hopping for something that blocks... Cause I'm lazy... and that makes the other thread pulling it easier.
This whole mouse thing confuses me. Just checking my understanding of this.
The Mouse actually has nothing todo with the windows mouse cursor right?
Since I tried mapping the offset and the Mouse. position and it seems to be off from time to time. Especially when the cursor leaves the area of the frame.
So I guess my questions are:
A) Is there a way to use the windows cursor as the mouse cursor in the program? Is there a way to restrict the mouse cursor from leaving the frame area.
B) If answer to A is no, then I'm assuming I'll have to generate my own openGL mouse cursor, is there some example code I can look at which makes use of the setNativeCursor(Cursor cursor) function?
Thanks again.
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Game Development / Newbie & Debugging Questions / Re: Picking in 3D
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on: 2004-07-21 05:32:44
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I'm not sure by what you mean, mass commenting usually does the trick.
when i comment part of the open gl code I think is causing problems, I get "An unexpected exception has been detected in native code outside the VM." rather than the openGlException
I'm having trouble identifying where the error is.
Does the error code in org.lwjgl.opengl.OpenGLException: Invalid operation (1282)
mean anything?
EDIT:
I figured out how to locate the line with the error.
org.lwjgl.opengl.Util.checkGLError();
will throw an error when something is wrong, not wait till Window.update();
The line with the error is apparently...
GL11.glRenderMode(GL11.GL_SELECT);
Now I'm more confused then ever.
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Java Game APIs & Engines / OpenGL Development / Noobie Mouse Question
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on: 2004-07-21 04:43:08
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Noob warning... Hey all, I'm trying to use the mouse with LWJGL. It seems to me that the only way to interact with mouse event is by pulling. I was wondering if there's a way to do it from a "Event" perspective. I guess I can always make a thread that keeps pulling at it.  Just wanted to make sure I'm not reinventing the wheel for no good reason. Also, are any calls in org.lwjgl.input.Mouse blocking call? Thanks in advance, Much appriciated.
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Game Development / Newbie & Debugging Questions / Re: Picking in 3D
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on: 2004-07-20 21:49:12
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I don't really understand the difference between a direct int buffer and other int buffers.
Hmm, when I tried to call viewport.array() when the viewport is created by BufferUtils.createIntBuffer() it throws me a java.lang.UnsupportedOperationException
How else can I call GLU.gluPickMatrix() to pass in an int[] for viewport if array() is not implemented?
Thanks for the reply !!
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Java Game APIs & Engines / OpenGL Development / Re: LWJGL demos and pieces of code...
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on: 2004-07-20 21:44:29
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Would any one happen to have a lwjgl demo for 3D picking?
Or if some one can point me in the right direction as to how to do 3D picking that would also be great.
I have posted the chunk of my code which doesn't work in the newless clubies for 3D picking.
I've only been able to find some code on 3D cliping here on JOGL, however, my attempts to port that aswell as other online tutorials have failed miserably
I think along with the other gaming topics covered in these tutorials, 3D picking would be a great addition. (Along with getting me unstuck at the moment)
Thanks in advance, much appriciated.
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Game Development / Newbie & Debugging Questions / Re: Fonts. Using sprites?
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on: 2004-07-20 07:46:06
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I tried using the lwjgl tutorial 13 for getting fonts, and it seems like I can't draw any other objects after after initializing the fonts....
I'm not exactly sure what the dynamically font creation code is doing. I was wondering if someone can point out, what else needs to be done after the buildFont() function has been called. In order for polygons to be drawn.
Thanks in advance.
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Game Development / Newbie & Debugging Questions / Using JDOM . . .
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on: 2004-02-24 17:48:39
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Hi all,
I want to append an element to an xml file using jdom. I was wondering how would I go about dong that?
because the file is rather large, I wish to just add the new element onto the existing file with out rewriting the entire file.
Is there a way to complish this?? I guess I can manually modify the xml file.. but I'm hoping for a way to do this within the JDOM api.
Thanks in advance, Much appricated.
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Game Development / Newbie & Debugging Questions / Re: XML
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on: 2003-11-21 07:02:07
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Thanks for the replies guys. I guess for now I know what I'm looking for... I'm gonna stick to JDOM ( http://www.jdom.org/) Which doesn't seem to be really popular... although I find it helpful. I tried the xerces stuff... I don't think they have really good documentation (as in examples). And I guess I'm just lazy and didn't want to dig at the JavaDocs ^_^ Is there any shortcomings to JDOM which I should be aware of? Since I don't see its name mentioned much...
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Add your game by posting it in the WIP section,
or publish it in Showcase.
The first screenshot will be displayed as a thumbnail.
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