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1  Game Development / Game Mechanics / Re: Java port of Bullet Physics Library on: 2009-06-28 18:57:06
That is good news, I still haven't got around to porting my application from PhysX to JBullet though. I think it would be worth it though.
2  Games Center / Archived Projects / Re: Wolkenstein FPS on: 2009-05-18 18:23:20

Put it in jars, upload it to JGF (link in SIG), and it will do the work of creating a webstart link for you, that will also neatly FIX this problem
This sounds interesting..what is this ?
3  Game Development / Game Mechanics / Re: Java port of Bullet Physics Library on: 2009-05-15 19:23:46
Alright thanks, it works now in Eclipse. But when I run the Ant script (outside IDE) I don't see it doing anything.
There's still just the old jar. And that one works fine to begin with. Just curious, anyway it all works fine, and I'll now try to use
jbullet in my app.
4  Game Development / Game Mechanics / Re: Java port of Bullet Physics Library on: 2009-05-15 18:35:17
Hey Jesek when I try to run the demos in Eclipse I get this error.
Exception in thread "main" java.lang.Error: not instrumented
   at cz.advel.stack.Stack.alloc(
   at com.bulletphysics.collision.broadphase.AxisSweep3Internal.<init>(
   at com.bulletphysics.collision.broadphase.AxisSweep3.<init>(
   at com.bulletphysics.collision.broadphase.AxisSweep3.<init>(
   at com.bulletphysics.demos.forklift.ForkLiftDemo.initPhysics(
   at com.bulletphysics.demos.forklift.ForkLiftDemo.main(

You know what that might be ?

Edit: never mind, I found out that I have to build using ant. And create projects properly.

EDIT2: I type "ant" and I get this error :
ml:569: The following error occurred while executing this line:
ml:220: The <classpath> for <junit> must include junit.jar if not in Ant's own c

I'm trying to put junit in the lib directory now.

Another question : Is the jar generated from the build different from the jbullet.jar included ?

Edit  :  OK got it working by copying the demos to it's own project, then include the jars.
5  Game Development / Game Mechanics / Re: Java port of Bullet Physics Library on: 2009-05-15 15:23:20
Hi NewbTon,

If you google for "walk cycle", you might find 4 + 4 images (left leg walking + right leg walking) illustrating 4 + 4 poses a biped takes whilst walking (for example, If you drive the limb-joint-motors towards these poses, and at the same time apply a torque so the biped doesn't fall, then friction feet-ground will entail it moves forwards.

(So, first I try to orient the biped's limb after the first pose. Then, when the biped is reasonably close to this pose, I switch target pose: I apply motor torques to reach the second pose instead. And so on. To determine whether the biped is reasonably close to one pose: One could sum angle errors. Or simply assume it's close enough after having tried to reach that pose in 100 ms. And then switch to the next target pose. For some poses, I switch to the next pose when the appropriate leg makes ground contact.)

I don't know, however, how to make the biped turn around. It's much more complicated movements I think. Perhaps it's better simply to apply a fairly huge cheat torque to the pelvis and head, so that the whole biped rotates (in an unrealistic manner). Then perhaps I should do what you have done, make the biped's feet super slippery, so the feet doesn't get stuck whilst the head and torso rotates 180'.  :-)
OK that sounds logical..may I ask what kind of constraints (joints ) you use ? Is it hinge or ball ?
I have this game in PhysX and I'd like to know if it's possible to port it to jbullet:

What's you're opinion on that ?

6  Game Development / Game Mechanics / Re: Java port of Bullet Physics Library on: 2009-05-13 18:40:29
how did you make them walk, balance etc ?
OK just read, the cheat force (thats what I do to)..but how do they walk ?
Personally I just make a walking animation..and then I change materials on the fly.
For example, walk forward1 pose, I make left foot super slippery, that way it's like he lifts his foot a bit.
7  Game Development / Game Mechanics / Re: Java port of Bullet Physics Library on: 2009-05-13 12:38:54
Great. I understand your motivations for this completely. 
I'll try jbullet soon as possible, maybe switch to that.
I have a little hobby project that currently uses PhysX..but for various reasons I'd like to switch to another engine.
One of the reasons is that it's not pure Java, and that you have to "install" physx..very annoying.
Also another question : in the demo applet, what do you use to render ?
you use JME for the signed webstarts right ?

Also, I don't think you should never give up on this project. Java is in DESPERATE need of a good physics engine. If you're short of time, as we all are, then I suggest that you merge with the bullet team. Make them help you a bit. After all, it's in their own interest as well.

8  Game Development / Game Mechanics / Re: [PhysX4J] Alpha version released on: 2009-05-12 22:28:03
I dont have any problems with it, but I think that Bullet is better (I dont know why I think that, but I do Smiley ).
IT looks like the open source model is winning once again..I havent seen anything important added to
PhysX for the last 2 years, and bullet seems very dynamic amd active.  Ageia (Now NVidia) is more focused on promoting their
physics card, that no one knows's a damn good idea, but it seems to go the betamax way, in other words, a lost cause. Anyway a major drawback is that you need to "install" PhysX..and when you upgrade to another version, you need to uninstall the old version first. So you need some kind of installer in your game, for both your game and PhysX. That was pretty annoying to me..
They have an installer but it's getting annoying for gamers that they have to install PhysX, then your game after.
I had to figure out what their installer did. It was just changing some values in the windows registry..then I made my own
installer that did that AND installed my OWN files as well..a lot of work just to get their physics engine going.
A top of that I also have to make a java here suddenly were talking 3-5 months extra dev time (spare time, that is)..and a lot of headache.
It would be easier without an installer, just a dll and a java thats why I'm considering changing to Bullet.
That, and because the Bullet demos looks better somehow.
9  Game Development / Game Mechanics / Re: Java port of Bullet Physics Library on: 2009-05-12 22:19:07
I think it's awesome and impressive that you have done this. But I was thinking wouldn't it have been a lot easier to
just make a binding ? I mean for each version you must look at every method to see if they have changed something, even if method names are the same, the might have changed something deep inside a nested for/next..and to spot that you need eagle eyes.
That must be pure hell, and I can't  imagine anything else than that errors will arise. I know a binding is not as cool, for applets etc. Still it would be easier to maintain..

I also have a question : do your version support joint motors ? (so that I can animate ragdolls)
10  Game Development / Game Mechanics / Re: [PhysX4J] Alpha version released on: 2009-05-12 19:40:49
I'm still using it for my game..but I've only really implemented the features that my game needs.
To implement a full scale PhysX is alot of work. I dont mind post my Physx java version if anyone needs it.
11  Game Development / Game Mechanics / This HAS to be the most well planned and articulate add ever.. on: 2008-05-15 15:36:05
ViagraViagra Soft TabsCialisCialis Soft TabsViagra JellyLevitraSomaKamagraHerbal PhentermineFemale Viagra !
12  Game Development / Game Mechanics / Re: Viagra ? on: 2008-03-31 11:53:13
This happens quite often - I wrote William a couple of times and he removed it. But it seems he didn't lock out those spammers... I'll write another email.
What "spammers" ?
13  Game Development / Game Mechanics / Re: How to get ODEJava to work (org.apache.log4j.Logger not found) on: 2008-03-31 11:52:17
I never understood this should be optional. Asking the user to download 100 of irrelevant (to his gaming) libraries is
asking too much.
14  Game Development / Game Mechanics / Re: Viagra ? on: 2008-02-27 05:39:24
Why dont u just try some google adds ? I mean I'm sure u could make a lot more than what u make from the viagra adds.. If u make alot from those then damn just keep going   Grin Grin Grin Grin
15  Game Development / Game Mechanics / Viagra ? on: 2008-02-26 21:47:30
When I goto I see this message a top :

ViagraViagra Soft TabsCialisCialis Soft TabsViagra JellyLevitraSomaKamagraHerbal PhentermineFemale Viagra

Sure it's "physics related" but still Wink
16  Game Development / Game Mechanics / Re: A true begignner on: 2007-09-21 09:49:03
I read the ODE docs and this example to get started then just experimented. It's not really the best help but the only one there is I think.
17  Game Development / Game Mechanics / Re: A true begignner on: 2007-08-23 09:15:42
Heres one example :

Heres the official ODE docs

Prepare for hell
18  Game Development / Game Mechanics / Re: [PhysX4J] Alpha version released on: 2007-06-02 01:17:35
Well what strikes me more than speed is its's truly superior byt the 1000th to any other engine I've seen so far (I've seen newton and ODE, suppose Havok is at about the same level).
Not that I need to advertise for it ..I'm creating this binding because I need better physics for my own game and if someone else could benefit why not ?
But really give it a we can dispose off alot of these threads about "why are my boxes sometimes stuck to the ground" Smiley lol !
19  Game Development / Game Mechanics / Re: [PhysX4J] Alpha version released on: 2007-06-01 15:43:24
I don't know if PhysX is faster than ODE..
20  Game Development / Game Mechanics / [PhysX4J] Alpha version released on: 2007-06-01 11:29:16
Hello All

Lately I've been working on a Java binding to the physics engine PhysX.
It's downloadable via subversion :

Right now it supports :
       Actors (like bodies in ODE)
      RevoluteJoint (Like joint hinge)
      D6Joint (6 degrees of freedom joint. Fully configurable joint with motors. Does not exists in ODE).
      Shapes : Box and Sphere

Right now I'm  working on:
      More shapes: Cylinder, capsule, mesh
      Collision events
          And much more

This has been a lot easier than expected so the dynamics part should be finished in 2-3 months,
with progress on an (almost) daily basis.

You can download documentation on the Physx website :

However, if you are familiar with ODE or any or engine, you should be up and running right away.

21  Game Development / Game Mechanics / Re: Detecting the time of collision between a rotating line and a moving sphere? on: 2007-05-08 12:04:52
I don't think this wil ever work before ODE supports continious collision detection. Fast objects will always cause problems.
You can put hack upon hacks but it will never really get there. Switch engine if you can't live with it.
22  Game Development / Networking & Multiplayer / Re: Problems running the SGS on: 2007-04-26 14:23:48
Where can i find the post about how to run SGS in eclipse ?
23  Game Development / Networking & Multiplayer / Re: Where can you download this ? on: 2007-04-26 11:42:31
My bad just had to accept the license sorry.
24  Game Development / Networking & Multiplayer / Where can you download this ? on: 2007-04-26 08:35:36
Download link is out of order
25  Game Development / Game Mechanics / Re: how is a collision event thrown with ode ? on: 2007-02-06 11:25:18
Have never heard that you could that but maybes there a way..theres always a way !
26  Java Game APIs & Engines / Java 3D / Re: Java3D and Wavefront Alias OBJ files on: 2006-11-23 15:41:02
When I first tried the obj loader in Java3d I thought "OK..COOL"
But then I found out that 1) it splits all geometry into groups and 2) All you get is a scene and theres no way you can
access the geometry arrays (cause the annoying capability bits prohibit reading from the loaded geom arrays)
So basically you just have a big dumb piece of geometry (untextured I might add) that you can't do anything with.

27  Java Game APIs & Engines / Java 3D / Re: how good is java3D for real time gaming like fps on: 2006-11-22 09:25:35
I definitely see benefits of Java over either of those languages, but each to their own.

The fact remains that you will spend 80% of your time working on content rather than code. Whatever you can do to reduce the burdens you're putting on yourself is worth doing...
I see enourmous benefits as well but the assortment of engines is very inferior compared to C++.
In every other department (except maybe speed) Java is the winner.
Right now there is not a single full fledged gameengine  in Java, only a few (quite good fortunately) graphics libraries.

Still going to stick with Java cause it's brilliant and I  for darn sure aint leaving Eclipse for VS or some other annoyance Smiley
28  Java Game APIs & Engines / Java 3D / Re: how good is java3D for real time gaming like fps on: 2006-11-21 12:17:54
Can only say that I worked with both and liked both..but I must go with
jme on this one, it's more active and it's not as cumbersome to work with.
Plus there are more features (like shadows, lensflare to name a few)

Can't say anything about xith, never tried it.

In java 3d you have to set capability bits (God knows why..) which is extremely annoying..

JME is just alot easier to work with.That said if you take the time to understand Java3d I think you can
pretty much work with any scenegraph based engine.

When all is said and done, as much as I love Java I wished I started my projects in C++ or  Python since there are so
many great engines to chose from for those languages.

29  Game Development / Game Mechanics / What happened to the site ? on: 2006-09-19 14:46:08
Does this mean that odejava is history ? Hope not.
30  Game Development / Game Mechanics / Re: I have a game written in java and I need some physics on: 2006-05-26 00:18:26
I'm not sure I understand what you mean with scale. But if you have a nested scenegraph you can forget about using
ODE as I understand it. You need to flatten your scenegraph first, that means all nodes must reside at the same level.
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