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1  Java Game APIs & Engines / JavaFX / Video with JavaFX: How to paint on custom component? on: 2013-02-19 00:22:02
Hey guys,

after trying godzillions of video-playback approaches, I returned to give JavaFX a try. There have been a few recent updates on tutorials and indeed, there is one working (still have to prove it for Mac and Linux through). My problem is that I want to display the video on a custom component. In my case that component is the UI of Slick2D. Can anyone hint me if there is a simple way to either paint the video on any graphics context or just create a frame and then grab it?
The code I made run from the turorial is like that:

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public class FxVideoSwingTest {

     private static void initAndShowGUI() {
         // This method is invoked on Swing thread
        JFrame frame = new JFrame("FX");
         final JFXPanel fxPanel = new JFXPanel();
         frame.add(fxPanel);
         frame.setVisible(true);
         frame.setSize(800, 600);

         Platform.runLater(new Runnable() {
             @Override
             public void run() {
                 initFX(fxPanel);
             }
         });
     }

    private static final String   MEDIA_URL   = "file:///eclipse_workspace/JavaFxVideo/head.mp4";

     
     private static void initFX(JFXPanel fxPanel) {
       // Create media player
      Media media = new Media(MEDIA_URL);
       javafx.scene.media.MediaPlayer mediaPlayer = new javafx.scene.media.MediaPlayer(media);
       mediaPlayer.setAutoPlay(true);
       mediaPlayer.setCycleCount(javafx.scene.media.MediaPlayer.INDEFINITE);

       // Print track and metadata information
      media.getTracks().addListener(new ListChangeListener<Track>()
       {
          @Override
          public void onChanged(Change<? extends Track> change)
          {
             System.out.println("Track> " + change.getList());
          }
       });
       media.getMetadata().addListener(new MapChangeListener<String, Object>()
       {
          @Override
          public void onChanged(MapChangeListener.Change<? extends String, ? extends Object> change)
          {
             System.out.println("Metadata> " + change.getKey() + " -> " + change.getValueAdded());
          }
       });
         // This method is invoked on JavaFX thread
       Group root = new Group();
         Scene scene =  new Scene(root, 800, 600);
         MediaView mediaView = new MediaView(mediaPlayer);
         root.getChildren().add(mediaView);
         fxPanel.setScene(scene);
     }

     public static void main(String[] args) {
         SwingUtilities.invokeLater(new Runnable() {
             @Override
             public void run() {
                 initAndShowGUI();
             }
         });
     }
 }
2  Java Game APIs & Engines / Engines, Libraries and Tools / Java and Video: Never works.. but how does SWT implement the browser? on: 2012-10-18 12:49:00
Hi all,

as so many others I hunted after a way to play a video in a java application across the platforms mac osx, linux, win. The frameworks like Xuggle, JMF etc are either outdated, dead or plainly do not work properly. I now came across a suggestion to use SWT and just load via its browser component a webpage that embedds a video. I tried an example using the windows SWT and loaded a youtube page - it worked flawlessly.
Now there are two questions coming to my mind: what is SWT using that it can display e.g. the youtube video stream without problems and can I use this library on its own to just embed a video and not a whole webpage?

3  Game Development / Game Mechanics / Organising and scheduling collision detection in good OO on: 2010-11-23 16:41:52
 My question targets at the organisation or architecture of code for collision detection. Normally, your game has
different game entities, which have the ability to collide. For each game loop all of them (or using some advanced
techniques: a subset of them) have to check each other for a collision and react to that.

I see different possibilities to arrange that code, each of them with its pros and cons. Starting very simplistic
(please do not care about sophisticated performance issues), there could be a class just crossing every game
entity with others for the collision check.

Every game entity carries its own (generic) method for checking a collision and the proper reaction, e.g.

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checkCollision(GameEntity other)
{
  if(boundingBox.intersects(other.boundingBox))
  {
    reactToCollision(other);
  }
}


+ the entity knows about its collision method
+ about how to react (change its own state)

Problem one:

When the collision method has a generic parameter, it lacks the ability to react to a certain type of collided
game entity. So I can check that a collision occurred, but not differ between a rocket collision or that of an
astroid.. which can result in a different state.

You could make advantage of polymorphism and add a method for each other type:
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checkCollision(Rocket other)
{
  if(boundingBox.intersects(other.boundingBox))
  {
    takeDamage(other)
  }
}

checkCollision(Astroid other)
{
  if(boundingBox.intersects(other.boundingBox))
  {
    explode(other)
  }
}


+ can react to every derived game entity individually
- poor design, because every new entity needs an additional method -
Sure you can use instanceof to avoid multiple methods, but that smells as well

Problem two:
Who is responsible to apply the effects of the collision? Imagine a rocket hits a ship. The collision scheduler
(by chance) started to take the rocket and does something like:

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rocket.checkCollision(ship);


We have these effects of that collision:
1. the rocket is destroyed
2. the ship's health is reduced by the rocket's damage

That could be handled:

1. completely in the rocket's method:
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void collideWithShip(Ship ship)
{
 ship.takeDamage(getDamage());
 explode();
}

2. for the case that the ship first was checked, the same:
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void collideWithRocket(Rocket rocket)
{
  takeDamage(rocket.getDamage());
  rocket.explode();
}

3. it could be split up, so that every entity only changes its own state:
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Rocket:
void collideWithShip(Ship ship)
{
 explode();
}

Ship:
void collideWithRocket(Rocket rocket)
{
  takeDamage(rocket.getDamage());
}


The third version seems to be the cleanest one for me, because it does not require an game entity to know too much
about others and defines its own behaviour. On the other hand, what is more true: Does a ship actively take the damage information
from the rocket, or does the rocket apply damage to the ship?

Problem three:
When the collision effects are split up like in the last example, the collision scheduler has to do something like this:

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void manageCollisions()
{
  // iterate all entities, rockets ships …
 …
  if(rocket.checkCollision(ship))
  {
     ship.reactToCollision(rocket);
  }
}


Meaning that both collision effect happen at the same time, so that e.g. state changes are visible to other game entities, which
are checked within the same cycle. But then the ship has to be marks as having already collided with this rocket entity. Otherwise
the scheduler would grab the ship to check for collision and redo it for the rocket.


I know that there a quite a lot of thoughts mixed up in this post and there are variants of putting this code out of the entities into
a manager class (which would have knowledge about the effects). But this is the very essential about these questions: How do you
approach this OO-issue and with what success/ drawback?
4  Game Development / Newbie & Debugging Questions / Re: UARG! JMF video playback ... does it work in any way!? on: 2010-03-23 15:26:39
Indeed you should carefully consider, whether to use Xuggler or not. Taking into account that it is quite a popular library, I guess there will be much improvement in the near future regarding performance and compatibility issues. The massive footprint is not much of a surprise and confirms my doubts that using an encoding library for the simple task of video playback is way too much.
But despite these thoughts there is still the problem to find any video playback library which works on the standard platforms at all. Like I mentioned in an early post I am still shocked how little Java advanced with video support over the past five to ten years. So it seems to me that the choice is only to get the least bad library fitting your purpose.
5  Discussions / General Discussions / Re: Cortado works! on: 2010-03-22 15:47:28
CommanderKeith noticed, that you might be interested in this alternative:

http://www.java-gaming.org/index.php?topic=21813.new%3btopicseen#new

I had quite a long and disappointing trip finding a video framework available for all
important platforms. Now I have dicovered Xuggler and it works..
6  Game Development / Newbie & Debugging Questions / Re: UARG! JMF video playback ... does it work in any way!? on: 2010-03-22 14:08:50
So for anyone who is still interested in this issue, some kind of solution. I have discovered Xuggler:

http://www.xuggle.com/xuggler/

It is a java wrapper for FFMpeg and for the purpose of playing a video file it is way too mighty - a little
bit like firing nuclear rockets on birds. It is intended for video encoding, manipulation and encoding, but
it supports video playback for all major platforms.
My tests included playback of a 1024x768 video within Kev's Slick2D engine and it works. I need still some
improvements to get the sync between video playback and update of the engine right, but there is no
problem of getting > 25fps on faster machines.
7  Games Center / Featured Games / Re: Dirami Conquest on: 2010-02-09 10:40:58
Are any updates coming yet? I really enjoy the game (its a good relaxing game due to its nice pace and
the chilling music ..). Like others mentioned only the controls are a bit annoying. And since I have an Android
phone .. uhh a port would be nice. Is the game still in development?
8  Game Development / Newbie & Debugging Questions / Re: UARG! JMF video playback ... does it work in any way!? on: 2010-02-02 12:33:53
Hmm, I am not that happy as I expected. Did anyone experiment a little around with JMC Video? There are a few problem I can not solve:

  • Even if I do not create any Window or Frame, the video is played back in a separate Frame
  • In general I am missing a reference to the video frame (e.g. to close it)

Does anybody know more?
9  Game Development / Newbie & Debugging Questions / Re: UARG! JMF video playback ... does it work in any way!? on: 2010-01-20 01:21:03
WOOOHAAA!

Now I can proudly present: A SOLUTION!

First of all thx to all the replies, the solution is indeed to extract the JMC Framework
from JavaFX.

But trying to use the tutorial in the link given by gouessej does not work:
(http://floris.ouwendijk.nl/blog/index.php?blog=2&title=java_media_components&more=1&c=1&tb=1&pb=1)
The problem is, that the posted code relates to JavaFX 1.1, but the actual Version does not support the JMediaPlayer
class anymore.

With a little search I found other, which shared the problem. Indeed you have to grab the jar-libraries and native .dlls
from the JavaFX Installation and do something like this (quick'n'dirty example, please see the original thread in this forum:
http://www.java-forum.org/allgemeine-java-themen/93807-videos-abspielen-etc.html)

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package test;

import java.awt.Dimension;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.io.File;

import javax.swing.JFrame;
import javax.swing.JPanel;

import com.sun.media.jmc.MediaProvider;
import com.sun.media.jmc.control.VideoRenderControl;
import com.sun.media.jmc.event.VideoRendererEvent;
import com.sun.media.jmc.event.VideoRendererListener;

public class PlayerTest implements VideoRendererListener
{

   private MediaProvider      prov;
   private VideoRenderControl   renderer;
   private Graphics2D         ig;
   private JPanel            panel;

   public PlayerTest(File path, JPanel panel)
   {
      ig = (Graphics2D) panel.getGraphics();
      this.panel = panel;
      prov = new MediaProvider(path.toURI());
      renderer = prov.getControl(VideoRenderControl.class);
      renderer.addVideoRendererListener(this);
     
      prov.play();
   }

   @Override
   public void videoFrameUpdated(VideoRendererEvent arg0)
   {
      float ratio = renderer.getFrameSize().height / (float) renderer.getFrameSize().width;

      int diff = (panel.getHeight() - Math.round(ratio * panel.getHeight())) / 2;

      renderer.paintVideo(ig, new Rectangle(0, 0, renderer.getFrameSize().width,
            renderer.getFrameSize().height), new Rectangle(0, diff, panel.getWidth(), Math.round(ratio
            * panel.getHeight())));

   }

   public static void main(String[] args)
   {
      JFrame frame = new JFrame("Video Test");
      JPanel panel = new JPanel();
      frame.getContentPane().add(panel);
      frame.setSize( new Dimension(800, 600) );
      frame.setVisible(true);
     
      File video = new File("videos/test.avi");
      new PlayerTest(video, panel);
   }
}

10  Game Development / Newbie & Debugging Questions / Re: UARG! JMF video playback ... does it work in any way!? on: 2010-01-11 17:53:21
Perhaps im searching a bit clumsy .. but where can I download the libraries for JMC?
11  Game Development / Newbie & Debugging Questions / Re: UARG! JMF video playback ... does it work in any way!? on: 2010-01-11 16:45:02
Thanks for the replies on alternatives. Can you tell me if the mentioned player components are
platform independend - so no native libraries are used?
12  Game Development / Newbie & Debugging Questions / Re: UARG! JMF video playback ... does it work in any way!? on: 2010-01-11 15:24:23
That really can not be the actual situation! Uaaargh!
I clearly remember the last time I was active in game development (about erm 6 years ago?). And I knew that
JMF was only a bunch of problems. Now I thought that the media support should have matured enough so that
it would be no problem of rendering a video of a common format in Java!

So do we have to forget about video cutscences in Java games (really?!)?
13  Game Development / Newbie & Debugging Questions / UARG! JMF video playback ... does it work in any way!? on: 2010-01-10 21:12:41
There is my simple task on playing _any_ video format, which I am able to encode for free.
So I tried JMF 2.1.1 and Java 6 ... but it throws only Exceptions of not supported format, not
supported frame rendering or things like "Unable to realize com.sun.media.PlaybackEngine"
although I really tried to encode in formats. which are given for the cross platform version
given here:

http://java.sun.com/javase/technologies/desktop/media/jmf/2.1.1/formats.html

So can anyone describe me a way to encode a video (better: to convert an existing one with
a tool) so it is played by JMF? Or is there any (platform independend!) alternative?
14  Java Game APIs & Engines / Java 2D / Active rendering: configure TopLevel or all components? on: 2009-12-20 20:34:37
Hi all,

a lot of time has passed since I was into java game development, but now I need some update
(of the last years  Grin).
For the basics in active rendering and fullscreen/ windowed mode I looked into Kevs example of
Space Invaders. What confuses me is the way of using the graphic components. In his example
is basically this:

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public class Game extends Canvas 
....
public Game()
{
      // create a frame to contain our game
     JFrame container = new JFrame("Space Invaders 101");
     
      // get hold the content of the frame and set up the resolution of the game
     JPanel panel = (JPanel) container.getContentPane();
      panel.setPreferredSize(new Dimension(800,600));
      panel.setLayout(null);
     
      // setup our canvas size and put it into the content of the frame
     setBounds(0,0,800,600);
      panel.add(this);
     
      // Tell AWT not to bother repainting our canvas since we're
     // going to do that our self in accelerated mode
     setIgnoreRepaint(true);
     
                // create the buffering strategy which will allow AWT
     // to manage our accelerated graphics
     createBufferStrategy(2);
      strategy = getBufferStrategy();
}




My main problem is to understand which component specifies the graphical configuration (rendering
method, acceleration etc). In the example the configuration is made for the canvas, not for the top
level Container. Is this enough to activate direct rendering? Should'nt the Jframe setIgnoreRepaint(true)?
Could something happen like an embedded component is configured for active rendering and creates
the suitable Bufferstrategy but the enclosing Component (in this case the JFrame) is running in passive
rendering mode? That would mess up both strategies ..


15  Games Center / Featured Games / Re: Dirami Conquest on: 2009-09-21 13:45:22
Some bugs and minor issues:

- Sometimes if I quit the game or close the browser, the music keeps playing back. Once I had
to kill the jvm

- I had the bug when playing a long time and transferred all fighters to one planet (having > 2k):
the numbers of swirring pixels was not reduce after transferring them again away from the planet.
Although the planet has the right number of fighter to control, the old mass is shown.

- is there any way to quit a game?

16  Games Center / Featured Games / Re: Dirami Conquest on: 2009-09-18 15:11:13
Ah you see, all these improvment suggestions only show that it is an attracting game  Smiley

Like I mentioned before, the controls should be changed. Taking some time to play I figured
the three modes out by myself, but an explanation is needed for some strategic details.
Some things I am interested in:

- first I thought my planet would no change in turret mode, but later I saw that it takes some
time that the visual "lines" appear and the planet starts to fire. But why? and when?

- The defensive mode is easy to understand, but which effect does it have in detail
(one defender takes how much attackers)?

- how strong is a turret blast?
17  Games Center / Featured Games / Re: Dirami Conquest on: 2009-09-17 14:31:45
Very nice and quite addicting! I love the music.
The only thing which annoyes me is the control scheme, because selecting a planet and
and ordering units to a planet is both left mouse press. It happened quite often to me,
that i wanted to select a planet but moved units instead. Perhaps I am to much conditioned
to Starcraft where left mouse always selects and right mouse triggers actions.  Grin

I don't know if I missed some explanation (I played the tutorial level), but the three planet
modes were not clear to me af start. The defense mode seems to slow down fighter production,
what to what concrete advantage? And I have seen the turret mode only for the AI. If I select
it, nothing special (gun fire!) happens.

But nonetheless, much fun to play.

18  Game Development / Performance Tuning / Some sources about jvm memory allocation? on: 2008-07-24 15:45:03
I have recently ran into the problem to watch the memory behaviour of my application on a linux machine (more detailed a
vserver system with gentoo). I am really not too familiar with unix system, only having some good basics.
In difference to my experiences on windows machines the jvm on this linux machine seems to grab an enormous amount
of memory at startup even when it is only reserved but not used.

So even very small applications doing e.g. a Thread.sleep  are started from a jvm reserving some hundred mb of memory. A 'top'
ressource view of the machine shows that only a little part of that memory gets actually used. This leads to the problem that
memory is so fast wasted that there is no space for further jvms to be loaded.
I had some success limiting the memory with -xms/-xmx parameters. But nonetheless I never noticed such a behavour on
Windows machines.

So some links or ressources would be welcome, which describe the memory allocation behaviour of a freshly started jvm
and - if exists - the differences on the operating systems.
19  Discussions / Miscellaneous Topics / Java Robotics/ Microcontroller Project? Where is it gone? on: 2007-07-04 11:11:29
I remember reading some time ago about a project from sun for developing
java for microcontroller boards. But searching around I can not find anything
about it. Does anyone has a good link or a status about the project?
20  Game Development / Newbie & Debugging Questions / Best approach of storing unsigned bytes on: 2006-06-26 14:53:55
I'm working on a memory expensive program which uses lots of values which are limited to unsigned bytes.
because java doesn't support ubytes (I never got the clue why..) I have to figure out whicht datatype suits best.
The next choice would be the next bigger datatype like char or short. But since I am working on 32bit machines
I am wondering if there is any memory advantage of using 16bit datatypes instead of 32bit (which I don't need).
Does java do some kind of optimizations using 16bit types?
21  Discussions / Miscellaneous Topics / Re: Any robot physics simulation in java? on: 2006-06-07 21:18:12
hmm, no .. i need a full environment, no time to build one by myself on the basis of a physic engine =)
22  Discussions / Miscellaneous Topics / Any robot physics simulation in java? on: 2006-06-06 20:12:28
I'm currently looking out for a open source robot simulator in java. I need to build simmple 3d-models which can
be controled and react via a physical engine (like ode). I've experimented with systems like Framsticks or breve
but a java solution would boost my development.
23  Game Development / Newbie & Debugging Questions / Re: Applet tile engine on: 2006-04-18 12:52:51
you should post a more detailed description of the problem: does the applet stop with an error or is only nothing
visible? what does the java-console say (exception?) ?
my first guess is only that your loading several images in init() using no mediatracker or imageicon class. this can
lead to have some sideeffects of your applet, like images wont be displayed for quite a time while the programm is
yet running.
24  Game Development / Newbie & Debugging Questions / Re: UML on: 2006-04-18 12:45:25
look for omondo (free eclipse plugin)
25  Game Development / Newbie & Debugging Questions / Re: animations for sprites on: 2006-04-12 12:13:50
I prefer an Animation class in connection with some kind of animation strategy. You can spare a lot of
work with using the same animation-sequence with different strategies, e.g. looped, backwards, indexed
etc.
26  Discussions / Miscellaneous Topics / Library vs Framework definition? on: 2006-04-04 11:30:38
Out of my feeling I think i know the difference of of library in comparison to a framework. But everytime I
search for a definition I am not satisfied. They use criterias which can be applied to both of them like:

- reuseability
- well formed interfaces
- include components written for a special purpose
{...}

Does anyone have a clear distinction?
27  Game Development / Newbie & Debugging Questions / Communication via Com-Port/Bluetooth: How much safety needed? on: 2006-03-20 13:04:01
I'm working on a data-transfer via Comm-Api and Serial-Port. Instead of a cable I'm using two paired bluetooth
dongles. The only thing i do not know is how much safety overhead for the transfer protocol i need to implement.
the question is, if i only write to the com-port stream what do the dongles for me to avoid data loss?
either, they have an integrated protocol and already do something like a handshake. or they really only send data
and do not care about success.
if the second case matches i have to measure the size of packages i send within a handshake. In my case i have
to send n-byte triplets, which belong together. So should I do a handshake after all triplets, after each triplet or
perhaps after each sent byte?
28  Game Development / Newbie & Debugging Questions / Re: Who wrote that f*** GridLayout? on: 2006-03-09 13:25:46
I am still a little confused, becaus I reall do not understand why the GridLayout behaves like this.

Quote
I don't really see what the problem is. Make the Window smaller vertically, and life will be roses.

Just an FYI, Java layout managers all draw components so that the fill the entire area. In this case your grid cells are large, so GridLayout fills the cells with the components. If you don't want the components to do this (e.g. you want lots of extra space around them) either find a third party layout manager that does what you need, or write your own. Smiley

Huh? Perhaps I don't understand you suggestion. For testing purposes I added one GridLyout-Panel into the Center of an BorderLayout JFrame(). When I use frame.pack()
it works. But as soon as I modify the size (even if i drag it wider!) it gets disordered. Changing the size, vertically, horizontally, smaller, larger whatever does not restore my
order.
So, wheres the logic? Why does not the order gets the main priority? I think, if the screen gets larger, theres no problem, then all components can be widened too.
If it gets smaller you can shrink all components as far as they all can be displayed. Then you have to cut something off.

Other suggestions to LayoutManagers are nice but for some reasons I need to fix the problem with GridLayout.

29  Game Development / Newbie & Debugging Questions / Re: Who wrote that f*** GridLayout? on: 2006-03-07 19:29:37
yepp, i know its not the GridBagLayout, but it was said they they have problems in common. furthermore its a funny
clip.  i have made some screenshots:

at start, all ok:


resized (smaller), elements are disordered:


resized again (larger), still disorder:
30  Game Development / Newbie & Debugging Questions / Who wrote that f*** GridLayout? on: 2006-03-07 16:58:57
I have a JFrame with a BorderLayout and set a JPanel to its center. This panel has a GridLayout with some components.
When I start the frame with a pack()-size, everything is ok. But when the frame's size gets changed smaller, the whole thing
messes up: all components get disordered. But the best is, after widening the frame, this crap order persists.
I aksed for a solution in another forum, but I only got this (sad, but funny too) adress :
http://madbean.com/anim/totallygridbag

Does anyone know a workaround?
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