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1  Game Development / Shared Code / Re: Java AWT Font and JOGL: 3D text with display lists and VBO's on: 2006-07-31 04:15:31
Here is some code for rendering text to a Frame Buffer Object (FBO)
Rename .txt to .zip
2  Java Game APIs & Engines / JOGL Development / JSR-231 expert group relationship with the OpenGL ARB on: 2006-07-24 20:48:35
I was reading the new OpenGL newsletter on the superbuffer group's work on a new OpenGL object model (OpenGL 3?)

I was wondering if the JSR-231 expert group had any visibility into the OpenGL ARB and could offer guidance that would ease and improve a future Java OpenGL binding for the new object model.
3  Game Development / Networking & Multiplayer / SCTP and multiplayer gaming on: 2006-07-21 23:36:27
I came accross this article a few months ago (I think it was from slashdot) on SCTP.
 
http://www-128.ibm.com/developerworks/linux/library/l-sctp/index.html

It got me to thinking how this could be usefull for multiplayer gaming. Consider a single SCTP connection with mutiple streams. Each object in a virtual universe would be assigned to a single stream. Updates for the object would be sent back and forth between the client and server on it's respective stream.  This would seem to be an efficient and reliable way to exchange state information for multiple entities in a virtual world.

Unfortunately, Windows does not come with a SCTP implementation and there is no Java binding.

What do you think?
4  Game Development / Shared Code / Re: Java AWT Font and JOGL: 3D text with display lists and VBO's on: 2006-07-20 01:00:44
Wow Schabby your https://fenggui.dev.java.net/ project rocks! You need to get the word out  Smiley
5  Game Development / Shared Code / Re: Java AWT Font and JOGL: 3D text with display lists and VBO's on: 2006-07-19 23:45:44
Wow that is a lot of time!

Off hand I used arraylists to store the vertices before putting them into a VBO so I could create the NIO buffer to size. If during tesselation the arraylist needed to be constantly resized that could cause extreme delays. I also ran this code on an AMD64 bit machine so I used doubles instead of floats for better percision so it may run much slower on a 32 bit machine. Really the VBO code is best for 3D extruded text and Schabby is right in rendering 2D text to a FBO for reuse would be less taxing on the GPU. I will work on some FBO JOGL code and see if I can an example working.
6  Game Development / Shared Code / Re: Java AWT Font and JOGL: 3D text with display lists and VBO's on: 2006-07-14 19:48:02
I have updated this code by dropping the display list and the single vertex use VBO. Now There is a VBO vertex array that contains the vertices for the text polygon at z=0 and the vertices for the text at z=depth. There is also now a seperate index array VBO that contains triangle array vertices for the text at z=0, z=depth, and indices for the sides. Together these two VBO's are used to draw the triangles to the screen in hopefully a bit more efficient manor. I have also added 2D functionality.

Instead of straight depth based extrusion I would have liked to have use evaluators for nice curved 3D text but that is beyond my capabilities so this is pretty much it. Save VBOFontTesselator.txt as a .zip


7  Java Game APIs & Engines / JOGL Development / Re: Font rendering on: 2006-07-09 21:46:28
I have added some sample code to render Java AWT fonts using JOGL  http://www.java-gaming.org/forums/index.php?topic=14320.msg113698#msg113698
8  Game Development / Shared Code / Java AWT Font and JOGL: 3D text with display lists and VBO's on: 2006-07-09 21:32:03
I have been messing around with using Java Fonts and rendering them using JOGL. I got a lot of ideas from the code at http://lwjgl.org/forum/viewtopic.php?t=1430 I use a PathIterator from  GlyphVector from the text/font combo to get an outline and use a GLUtessellator to create the polygon text.  For 3D text a mirror of the polygon text is writen at depth z and then the sides are drawn based on the outline.

I have a display list for 2D text  and display lists and VBO's for 3D extruded text. I am going to attempt to refactor the tesselator callback to store all the vertices in one big array and then use seperate array indices for the top, bottom, and sides of the text since the current implmentation uses triangle arrays so there is effectively no vertice reuse. Rename the txt file to zip and rename the packages as needed.



9  Java Game APIs & Engines / JOGL Development / Re: ATI Issue (191) and JOGLAppletLaucher on: 2006-03-13 20:27:28
I was reading the other day about setting JRE settings for the Java plugin http://java.sun.com/developer/community/askxprt/2006/jl0227.html and while it does not solve the problem it could provide a possible work around by allowing a user to download a custom deployment.properties http://java.sun.com/j2se/1.5.0/docs/guide/deployment/deployment-guide/properties.html  containing deployment.javapi.jre.<version>.args=-Dsun.java2d.noddraw=true   and if placed in the right directory it could possibly work. While this is not an automated procedure (maybe with a signed applet?) it could potentially work (I make no guarantees)
10  Java Game APIs & Engines / JOGL Development / Re: JOGL Project Template available for NetBeans 5 on: 2006-02-20 18:41:20
This isn't really related but I asked the JSR 198 expert group about loading native libraries and managing native dependencies with JSR 198, the Java IDE standard because I someday may want to use JOGL in a plugin. Here is the response I got:


Quote
As I said in my previous reply to your question
the JSR does not provide a standard way to
to define dependencies to native libraries.

What the JSR provides is an API clients can call to
get their extension path: ExtensionRegistry.getInstallRoot().
This API can be used to get at the directory where
your native library resides as follows:

import javax.ide.extension.ExtensionRegistry;
import javax.ide.net.URIFactory;
import javax.ide.net.VirtualFileSystem;

...

    final Extension myExt =
           ExtensionRegistry.getExtension("my.extension");
   
    final URI extPath = ExtensionRegistry.getInstallRoot(myExt);

    final URI libPath = URIFactory.newURI(extPath, "lib");

    final String path =
URIVirtualFileSystem.getPlatformPathName(libPath);

Now you can use the System.loadLibrary( path )
method call to load your native library.

You also must take care to package
your extension into a JSR 198 extension bundle archive
(EBA), and to place your files as specified by the EBA
specification:

    - my.extension.jar            => extension jar
    - my.extension                => extension directory must have
                                              same name as extension
jar.
    - my.extension\lib\my.dll  => native library

The EBA is installed in an IDE's extensions directory.

I hope this answers your question.

Jose.

I am not too familar with the latest open IDE API but if it support file paths for modules then the above approach my work for managing JOGL version dependencies
11  Java Game APIs & Engines / JOGL Development / Re: Minimal JOGL on: 2005-12-06 03:58:57
JOGL does indeed compress well with JDK 1.5

Since the pack200 is named differently then the jar file the two could co-exist nicely with 1.5+ clients downloading the pack200 and 1.4 using the jar, at least according to
http://java.sun.com/j2se/1.5.0/docs/guide/javaws/developersguide/faq.html#217
12  Discussions / Miscellaneous Topics / Re: COLLADA on: 2005-10-01 02:47:19
Reading the spec Collada is not meant to be a delivery format but is suppose to be used for tool interopt
13  Game Development / Performance Tuning / using JNI math libraries on: 2005-09-27 01:31:08
I was reading on the AMD dev forums and came across the article http://www.nag.co.uk/IndustryArticles/HighPerformanceMathLibraries.pdf and noticed the order of magitude performance gains by using the AMD Core Math Library. I also came across the site https://mtj.dev.java.net/ with Java bindings for BLAS.  Would there be any benefit of using these libraries for heavy matrix manipulations once the overhead of JNI was factored in?
14  Java Game APIs & Engines / JOGL Development / Re: Where can I find articles on performance comparation of JOGL and native Open on: 2005-06-17 21:35:53
"FastJOGL" Seems to perform quite faster than the normal JOGL. Any idea of what optimizations they made to the source?
15  Game Development / Game Play & Game Design / Re: x3d for games on: 2005-06-12 21:34:09
I agree 100%

The most important aspect of it is it is a royalty free standard that can provide standardization for 3D model and behavior. Now with JOGL, OpenGL 2.0, new levels of processor and memory speeds at an affordable price, and next generation graphics cards the concept of a general purpose scene graph that can achieve game level performance is possible. Also with the ammendment to the specification that allows shader support along with its extension support through prototypes, the possiblities seem endless.
16  Java Game APIs & Engines / JOGL Development / Re: JOGL build for Solaris 10 x86-64? on: 2005-05-12 03:25:02
You are correct, I downloaded the 32 bit JVM and it worked fine with the 32 bit version of IE.

I guess windows x64  support is a moot point now because 64 bit JVM's do not have webstart , an important mechanism for JOGL based application delivery, nor do they have browser plugin support (no applets).  I hope this support is added sooner then later, given the 64 bit CPU trend in desktop computing.
17  Java Game APIs & Engines / JOGL Development / Re: JOGL build for Solaris 10 x86-64? on: 2005-05-11 16:39:09
AMD 64 running Windows XP Professional x64 edition. It was just released a couple weeks ago
18  Java Game APIs & Engines / JOGL Development / Re: JOGL build for Solaris 10 x86-64? on: 2005-05-11 00:41:54
Is there a Windows 64bit build planned as well?
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