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1  Java Game APIs & Engines / Tools Discussion / Re: What IDE do you use? on: 2004-07-30 19:14:18
Eclipse 2.x

and UltraEdit if I just want to do some quick change
on something.

Haven't gotten around to undating to 3.0 yet.
Will do sometime this week I guess.
Seems like no one had complaints about it so far ^_^
2  Discussions / Miscellaneous Topics / I am so sick and tired of this .... on: 2004-07-30 19:07:42
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.
3  Game Development / Newbie & Debugging Questions / Re: Urgh.  Why doesn't "=" work. &n on: 2004-07-28 23:11:50
Hope this helps:

http://java.sun.com/docs/books/tutorial/java/index.html

It sure helped me back in the day....
4  Java Game APIs & Engines / OpenGL Development / LWJGL on Linux on: 2004-07-27 02:59:52
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 !
5  Game Development / Newbie & Debugging Questions / Re: Porting problems on: 2004-07-27 02:12:27
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.
6  Game Development / Newbie & Debugging Questions / Porting problems on: 2004-07-27 01:25:08
I'm trying to port my game to linux,
and it seems there is a problem loading the textures...

Here is the error:

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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....

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      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();



            // Exctract The Image

            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.
7  Game Development / Newbie & Debugging Questions / Re: Drawing a Quad on: 2004-07-25 20:17:43
All the Nehe Tutorials seem to draw the  quads using

GL11.glVertex3f


Hmm, I can't seem to get it working....

I'm doing

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      public void render()
      {
            GL11.glLoadIdentity();                                              // Reset The View
           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);                                      // First Texture Coord
                 GL11.glVertex2i(x1,y1);
                 
                  GL11.glTexCoord2f(1.0f, 1.0f);                                      // Second Texture Coord
                 GL11.glVertex2i(x2,y1);
                 
                  GL11.glTexCoord2f(1.0f, 0.0f);                                      // Third Texture Coord
                 GL11.glVertex2i(x2,y2);
                 
                  GL11.glTexCoord2f(0.0f, 0.0f);                                      // Fourth Texture Coord
                 GL11.glVertex2i(x1,y2);
            GL11.glEnd();            
      }


If I do a

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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....

Cry
8  Game Development / Newbie & Debugging Questions / Drawing a Quad on: 2004-07-25 10:02:22
Suppose I want to draw a quad on the screen using
LWJGL.

Form pixel locaion (200,200) to pixel location (400,400)

how do I do that?
9  Java Game APIs & Engines / OpenGL Development / Re: 3DS files and LWJGL on: 2004-07-25 01:03:43
Hey Andy?

Does it only support 3DS files using version 3?
Cause I can load the skeleton provided by the
tutorial just fine.

But I can't seem to load my own 3DS files created
by 3DS MAX 6.
10  Java Game APIs & Engines / OpenGL Development / Re: 3DS files and LWJGL on: 2004-07-24 20:03:31
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 : Huh
User: guest
Password : *blank?*

Help?

Embarrassed
11  Java Game APIs & Engines / OpenGL Development / Re: 3DS files and LWJGL on: 2004-07-24 05:04:24
Does anyone know if another way to load 3DS files
with LWJGL Huh

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*
12  Java Game APIs & Engines / OpenGL Development / 3DS files and LWJGL on: 2004-07-24 01:31:57
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...
13  Java Game APIs & Engines / OpenGL Development / Re: Noobie Mouse Question on: 2004-07-22 09:36:52
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 ??
14  Discussions / Miscellaneous Topics / Re: Spyware, Adware on: 2004-07-22 07:10:41
This is the one I'm currently using.
I'm extremly suspicious that there's stuff that its
not picking up.

and I've updated the definitions and such....
15  Java Game APIs & Engines / OpenGL Development / Re: Noobie Mouse Question on: 2004-07-22 07:07:07
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....
16  Discussions / Miscellaneous Topics / Spyware, Adware on: 2004-07-22 06:57:38
Just wondering if anyone know of any good free
spyware or adware removal software which they would
recommand.

17  Java Game APIs & Engines / OpenGL Development / Re: Noobie Mouse Question on: 2004-07-22 05:00:13
When I say restrict the mouse, I mean restrict the
windows native cursor, so it doesn't mouse outside
the bounds of the frame.

I don't see any functions in org.lwjgl.input.Mouse which
will allow me to do that.
18  Game Development / Newbie & Debugging Questions / Re: Picking in 3D on: 2004-07-21 08:10:37
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 !!
19  Java Game APIs & Engines / OpenGL Development / Re: Noobie Mouse Question on: 2004-07-21 07:55:23
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.
20  Game Development / Newbie & Debugging Questions / Re: Picking in 3D on: 2004-07-21 05:32:44
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.
21  Java Game APIs & Engines / OpenGL Development / Noobie Mouse Question on: 2004-07-21 04:43:08
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.  Roll Eyes 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.
22  Game Development / Newbie & Debugging Questions / Re: Picking in 3D on: 2004-07-20 21:49:12
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 !!
23  Java Game APIs & Engines / OpenGL Development / Re: LWJGL demos and pieces of code... on: 2004-07-20 21:44:29
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.
24  Game Development / Newbie & Debugging Questions / Re: Fonts. ¬†Using sprites? on: 2004-07-20 16:33:59
Ok...
I give up,
and decided to use sprites....
Nehe lesson 17 way...
25  Game Development / Newbie & Debugging Questions / Re: Fonts. ¬†Using sprites? on: 2004-07-20 07:46:06
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.
26  Game Development / Newbie & Debugging Questions / Picking in 3D on: 2004-07-20 06:27:39
Hi all

I'm trying to do picking in a 3D environment using
lwjgl, can't seem to find any examples on the matter

if some one could point me in the right direction, that
would be great. Thanks !!
27  Game Development / Newbie & Debugging Questions / Using JDOM . . . on: 2004-02-24 17:48:39
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.


28  Game Development / Newbie & Debugging Questions / Ensure 1 running program on: 2003-11-27 23:41:04
Hi all,

I want to ensure that only 1 copy of my
program is running at once.

What is the suggested way of doing this?

Thanks in advance,
Much appriciated.
29  Game Development / Newbie & Debugging Questions / Re: Hello, im new. on: 2003-11-21 07:28:20
Quote
I have downloaded netbeans. Now that is what I need?



NO!!!
Goto www.eclipse.org
and download eclipse.

hehehe, now before the
netbean lovers flame me,

pointing out an alternative...
30  Game Development / Newbie & Debugging Questions / Re: XML on: 2003-11-21 07:02:07
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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