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1  Game Development / Newbie & Debugging Questions / Re: Retrieving email content with javaMail. Weird issue.. on: 2009-12-03 11:10:02
It's because your mail is MIME encoded in multiple parts. For instance it could contain HTML and plain text and propably attachments too.
You need to detect if it's MIME and then decode it into the different parts.
Dunno if it's in the API as I'm at work and can't look it up, but it's probably there Smiley

Hope it helps Smiley

/Ozak
2  Java Game APIs & Engines / Tools Discussion / Re: How to create applet project in latest netbeans? on: 2009-12-01 08:17:52
Ahh. Fancy. Thanks, I'll try that one out when I get home from work Smiley
3  Discussions / Business and Project Management Discussions / Re: Browser Game on: 2009-11-30 13:31:00
Just to add my two cents Smiley
I've been working on a flash mmo lately (commercial that is) and the big players (club penguin etc) have a conversion rate of 2-4% from free users to paying users. Since they have a few million that's an ok deal.
But as you can see a lot of free players simply does not convert but just take up bandwidth an server space.
Micro transactions are all the craze these days, but I haven't seen a lot of money in them during the course of two professional mmo's Smiley

Using a subscription based model will also result in a more stable playerbase as long as the game delivers a experience that could potentially go on for a long time. Hope it makes sense Smiley

/Ozak
4  Game Development / Shared Code / Re: Multiplayer Game on: 2009-11-30 13:14:45
Check http://www.furi.dk/socky

Converted my old mmo server into a javascriptable server framework.
Theres a flash avatar chat/walk example included. AS3 is very similar to java so you should be able to rip out the server stuff easily if needed Smiley


Regards

/Ozak
5  Java Game APIs & Engines / Tools Discussion / How to create applet project in latest netbeans? on: 2009-11-30 13:08:16
Hi. Been away from java programming for a while Smiley
I once posted about a mmo in java which I actually got up and running (Aleria's Tale).
Now I took the server and build it into a simple javascript scritable server for general use and want to do a new java mmo
(I worked on 3 mmo's, 2 professional that made money, so I got that sorted out Wink)

Now. I seem to remember that I was able to create an applet project in Netbeans back in the day, but it seems that option is missing from the latest version (6.7.2). Also google/javagaming turns up nothing valuable (for me at least)

Anyone? (Thanks in advance)

/Ozak
6  Java Game APIs & Engines / JOGL Development / Re: Linking to JOGL natives Libraries programatically on: 2006-09-25 10:07:25
Sure thing. The exception is:

Exception in thread "main" java.lang.UnsatisfiedLinkError: no jogl in java.library.path
        at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1682)
        at java.lang.Runtime.loadLibrary0(Runtime.java:822)
        at java.lang.System.loadLibrary(System.java:992)
        at com.sun.opengl.impl.NativeLibLoader$1.run(NativeLibLoader.java:66)
        at java.security.AccessController.doPrivileged(Native Method)
        at com.sun.opengl.impl.NativeLibLoader.loadCore(NativeLibLoader.java:64)
        at com.sun.opengl.impl.windows.WindowsGLDrawableFactory.<clinit>(WindowsGLDrawableFactory.java:59)
        at java.lang.Class.forName0(Native Method)
        at java.lang.Class.forName(Class.java:164)
        at javax.media.opengl.GLDrawableFactory.getFactory(GLDrawableFactory.java:106)
        at javax.media.opengl.GLCanvas.<init>(GLCanvas.java:113)
        at javax.media.opengl.GLCanvas.<init>(GLCanvas.java:82)
        at firstlayout.render.jogl.JOGLRender.initialize(JOGLRender.java:242)
7  Java Game APIs & Engines / JOGL Development / Re: Linking to JOGL natives Libraries programatically on: 2006-09-25 09:46:40
On a related note. How do I catch the expection I get when there's no jogl.dll found? I'd really like to present the user with a proper dialog (as this also happens on older non-gl capable card's) but all exception handlers I wrap around new'ing GLCanvas is somehow bypassed?
8  Java Game APIs & Engines / JOGL Development / Re: Newest JOGL exception on portable computer running ATI Mobility Radeon 9700 on: 2006-04-19 11:50:31
That's all a I wanted. A fix Smiley
Yep, you're right. I'm a moron. Without the ARB appended, it's a core function and glShaderSource if only core in 2.0
Not many cards support 2.0 correctly, although the have all the features as extensions Smiley
I do however suspect, more people will run into this, but at least now there's a forum entry detailing the problem and the fix.
Works 100%

Thanks for your help.

Odin
9  Java Game APIs & Engines / JOGL Development / Re: Newest JOGL exception on portable computer running ATI Mobility Radeon 9700 on: 2006-04-18 08:18:36
Vendor: ATI Technologies Inc.
Version: 1.4.4145 WinXP Release

But it's really besides the point. Our project worked on the very same computer, with the same OS installation and driver.
Obviously you broke existing functionality. This needs to be resolved as we have a major commercial building software product, that's dependent on JOGL for rendering.
If this is not resolved ASAP, I'll have to replace JOGL for something else, which would be a pity as we're quite happy with JOGL so far.


10  Java Game APIs & Engines / JOGL Development / Re: Why not can CG support? on: 2006-04-18 08:05:26
I can delete it? Cool Smiley
11  Java Game APIs & Engines / JOGL Development / Re: Why not can CG support? on: 2006-04-12 11:23:04
Yup. Moving it out would be good too. I mean? Why do I need yet another DLL? Wink
12  Java Game APIs & Engines / JOGL Development / Re: Newest JOGL exception on portable computer running ATI Mobility Radeon 9700 on: 2006-04-12 10:39:20
Still no go with latest nightly build (11/4)
Remember this used to work on the previous JOGL (pre-JSR231).

It says that "glShaderSource" is not available. That's rather odd. I suppose any program with a vertex + fragment shader in GLSL will give you the same error.

Regards

Odin
13  Java Game APIs & Engines / JOGL Development / Re: Newest JOGL exception on portable computer running ATI Mobility Radeon 9700 on: 2006-04-12 10:10:49
Cool. I'll try that.
It's on Windows2k and XP btw.
14  Java Game APIs & Engines / JOGL Development / Why not can CG support? on: 2006-04-11 12:59:52
I know it's probably fun for those into it, but the GLSL language works flawless with JOGL and is the only true crossplatform shader language.
Quite versatile and powerfull too.
Just an idea Wink
15  Java Game APIs & Engines / JOGL Development / Newest JOGL exception on portable computer running ATI Mobility Radeon 9700 on: 2006-04-11 11:45:45
Yeah well. Topic says it all. We are currently using JOGL for a large commercial project and everything worked fine before updating to new JSR beta 3.
Works on stationary computers running various cards and OS's.

Crashes on our ATI Mobility Radeon 9700 ACER laptops (crap I know, but it used to work)
It appears to be shader related only. ATM I have no simple reproduction example, but the crash is consistent enough.

The error I get is:
---------------------------------------------------------------------------------------------------------------

Exception in thread "main" javax.media.opengl.GLException:
javax.media.opengl.GLException: Method "glShaderSource" not available
       at
javax.media.opengl.Threading.invokeOnOpenGLThread(Threading.java:205)
       at
javax.media.opengl.GLCanvas.maybeDoSingleThreadedWorkaround(GLCanvas.java:237)
       at javax.media.opengl.GLCanvas.display(GLCanvas.java:130)
---------------------------------------------------------------------------------------------------------------

Thanks in advance

Odin Jensen
16  Java Game APIs & Engines / JOGL Development / glPolygonStipple on: 2005-06-22 08:35:53
Anyone got an example of using this? Even if I port straight c opengl samples models drawn using the stipple simply disappears from view Smiley

Thanks in advance

Ozak
17  Discussions / General Discussions / OS X Java 1.5? on: 2005-05-26 05:47:39
Yeah I know it's been discussed before, but I could'nt locate the thread Smiley

I just got Tiger for my portable and I found and downloaded the 1.5 update 1 runtime.

I can't however seem to find the SDK. Is it available yet?
18  Discussions / General Discussions / java.lang.StackOverflowError when using mousewheel on: 2005-05-13 06:12:25
Anyone knows why this is output to the console when using the mouse wheel?
19  Discussions / General Discussions / Re: How to set mouse position? on: 2005-05-12 11:26:51
Indeed. Java 1.5 fixes the problem with the portables.
20  Java Game APIs & Engines / JOGL Development / Re: Trying to project a 2d drawing in 3D space ... on: 2005-05-12 05:10:56
Don't you want to render the map in 3D to get the proper isometric perspective? If you map schematics are made of lines with heights (like in the SOSI geographical format used in norway Smiley) you could simply render it as 3D lines and get a rough 3D representation of your map.

Just mapping the image as a texture will allow you to rotate it, but you'll get no 3D effect.
21  Discussions / General Discussions / Re: How to set mouse position? on: 2005-05-12 05:08:14
Actually it's 1.4.2 so it's quite strange. I'll try to test with 1.5 later Smiley
22  Discussions / General Discussions / Re: How to set mouse position? on: 2005-05-11 11:53:25
Yes. But not on a 3 different portables running windows XP Smiley
The Robot call simply does nothing.
23  Discussions / General Discussions / How to set mouse position? on: 2005-05-11 11:09:02
I was wondering if there's a way to set javas mouse cursor position besides Toolkit. Toolkit does not work on a number of portable PC's I've tested.
24  Java Game APIs & Engines / JOGL Development / Re: a fast screenshot function on: 2005-05-08 06:53:14
Why not use ImageIO instead? That way you can save to all supported formats from the bytebuffer. Or perhaps even print it too Smiley
25  Java Game APIs & Engines / JOGL Development / Re: Resize behaviour on: 2005-05-01 09:25:28
I've solved this in a few cases by adding the GLPanel to a JPanel and then use the JPanel inside the other controls Smiley
26  Java Game APIs & Engines / JOGL Development / Re: jmenuitem desapearing behind the draw on: 2005-04-30 15:41:20
Here is the solution for your convenience:
myMenu.getPopupMenu().setLightWeightPopupEnabled(false);
27  Java Game APIs & Engines / JOGL Development / Re: Problem building mipmaps on OSX on: 2005-04-26 15:37:22
It is a problem with the texture size not being a power of two.
I just thought that the glu mipmap thingie took care of that. Guess not Smiley
28  Java Game APIs & Engines / JOGL Development / Re: Problem building mipmaps on OSX on: 2005-04-26 09:19:23
I got the same error. It appears your textures should be power of 2 in size. Then it works for me on ATI cards.
29  Java Game APIs & Engines / JOGL Development / Re: Will games that use jogl run on Macintosh? on: 2005-04-25 17:16:50
Runs fine here on my G3 IBook Smiley
30  Java Game APIs & Engines / JOGL Development / Re: Quality for small polygons on: 2005-04-21 08:11:32
You could try antialiasing to see if that fixes your problem.
It's generally a problem when polygons get too small and rasterization/math errors occur.

Maybe you could use bitmapped fonts with some sort of mipmapping that chooses the closes font size before scale (so you have different resolutions of each font)
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