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1  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3 vs JOGL on: 2016-04-28 17:42:58
Right now I'm not using LWJGL3 for commercial projects so I'm low priority Smiley Battledroid is currently developed against LWJGL2 and will probably stay that way. Future projects may migrate to LWJGL3, but largely predicated on that controller support.

I'd be happy with a totally independent API for controllers... provided it worked 100%!

Cas Smiley
2  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3 vs JOGL on: 2016-04-28 15:23:48
Isn't the controller code sort of mixed up with the window event handling loop though?

...besides, JInput's broken in all sorts of other annoying ways. The trouble I've had getting controllers working is beyond words. I'm waiting for a one-stop decent solution to come along before I take the plunge.

Cas Smiley
3  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3 vs JOGL on: 2016-04-28 15:04:24
Yes, that exact issue.

Cas Smiley
4  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3 vs JOGL on: 2016-04-28 14:46:35
I still can't actually use it commercially, myself, because GLFW still doesn't have buffered controller input :/

Cas Smiley
5  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3 vs JOGL on: 2016-04-28 09:30:12
Perhaps you should have printed out some useful information on line 179.

Cas Smiley
6  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3 vs JOGL on: 2016-04-26 15:23:25
LWJGL is a "static" binding, and looks very much like the raw C API.

JogAmp is an "object" binding, meaning you'll have to pass around an instance of "gl" all over the place.

Other than that they're functionally virtually identical. LWJGL is pretty aggressively maintained by Spasi; not sure about JogAmp but it always seems current.

Cas Smiley
7  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL3 - Precise Gamepad Input on: 2016-04-26 12:13:44
Use libgdx I'd say.

Cas Smiley
8  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL3 - Precise Gamepad Input on: 2016-04-26 09:53:43
The GLFW joystick handling APIs appear to be full of fail... there is no event-callback way of doing joysticks, so basically a bit useless for most games.

Cas Smiley
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-19 14:58:43
Azul Systems have ported OpenJDK to run natively on ARM - I'll be evaluating it soon. I imagine it to be more or less the same as the Oracle offering, performance wise (that is, very good indeed).

Cas Smiley
10  Discussions / General Discussions / Re: Unity3D/2D on: 2016-04-18 22:05:44
Haha, that's funny Smiley

Cas Smiley
11  Games Center / WIP games, tools & toy projects / Re: djoom3 - Doom 3 java port[HELP WANTED] on: 2016-04-18 11:12:17
OpenALSoft has got plenty of extensions implemented in software for effects fun hasn't it?

Cas Smiley
12  Java Game APIs & Engines / Java Sound & OpenAL / Re: Java OGG API with concurrent playback on: 2016-04-18 10:28:42
I'm not sure I'm necessarily trustworthy but at least that code's been battle-tested on exactly 779,284 installations (of which 5% Mac, 1% Linux) and it's doing fine for me Smiley

Cas Smiley

<edit>Exact installation numbers courtesy of Steam Wink
13  Java Game APIs & Engines / Java Sound & OpenAL / Re: Java OGG API with concurrent playback on: 2016-04-18 08:19:06
As it happens my sound "engine" is open sourced and can be found in the Revenge of the Titans source code (http://www.puppygames.net/downloads/RevengeOfTheTitansSource.zip) although that code is maybe a little old and not as nifty as my newer code... anyway, it's based on LWJGL2 OpenALSoft and JOrbis, and an OggInputStream from here: http://home.halden.net/tombr/ogg/ogg.html (@tombr on these forums)

The basic gist of it is there is a background stream thread that handles all stream reads and decodes (running at priority+3). The data is read in in 64kilobyte chunks; I keep up to 6 chunks in RAM at a time for any stream, as a circular buffer, which I keep as full as possible in case anything comes along that might somehow interrupt sound processing for more than the length of a couple of chunks.

Cas Smiley
14  Java Game APIs & Engines / Java Sound & OpenAL / Re: Java OGG API with concurrent playback on: 2016-04-17 13:40:08
...so if you need any help on it....

Cas Smiley
15  Games Center / WIP games, tools & toy projects / Re: djoom3 - Doom 3 java port[HELP WANTED] on: 2016-04-17 10:26:33
Never underestimate just how hard GUI coding can be Smiley

Cas Smiley
16  Java Game APIs & Engines / Java Sound & OpenAL / Re: Java OGG API with concurrent playback on: 2016-04-17 10:19:05
Er, I've never had any problem playing back two streams with Jorbis...

Cas Smiley
17  Discussions / General Discussions / Re: RoboVM is no more on: 2016-04-15 22:07:39
Surprise surprise.

Cas Smiley
18  Game Development / Performance Tuning / Re: Data array too heavy for task? on: 2016-04-15 10:30:57
And in any case, only at most a very small number of keys can be actually held down at the same time.
By all means use a HashMap to get it working. If for some bizarre reason you're concerned about a few kb more than you're concerned for your time or sanity, write your own super optimised map of keycodes to durations using integers and a simple for...loop lookup instead of a hash, it won't be any slower.

Cas Smiley
19  Java Game APIs & Engines / Android / Re: Google releases vulkan samples on: 2016-04-14 12:51:15
Vulkan seems pretty clearly aimed at so-called "middleware" developers. The rest of us plebs making games are not expected to be using it directly - we should be using engines.

Cas Smiley
20  Discussions / Miscellaneous Topics / Re: Realistic graphics -- how can it be achieved? on: 2016-04-13 12:21:57
Realism is pretty hard when you've only got 3 wavelengths of light to use to generate colours, too...

Cas Smiley
21  Discussions / Miscellaneous Topics / Re: The "impressiveness" of games on: 2016-04-12 11:56:26
Almost nothing impresses me technically any more... I suppose VR is quite amazing but I'm really over tech-titillation now. I really just like to pass the time playing something dumb and fun.

Cas Smiley
22  Discussions / Miscellaneous Topics / Re: What I did today on: 2016-04-12 08:50:16
+1 for Spine, it's ace.

Cas Smiley
23  Discussions / General Discussions / Re: Virtual Reality on: 2016-04-11 11:36:05
A few more twigs for the fire: http://www.theregister.co.uk/2016/04/11/microsoft_hololens_its_not_about_gaming/

Cas Smiley
24  Discussions / Miscellaneous Topics / Re: lambdas rant on: 2016-04-11 10:54:46
I've never actually benchmarked their performance, mind, so I don't know whether it's important or not. Seeing as they generally get used for stuff like event handlers I can't ever seeing it being a problem.

The only place performance really matters is deep in my sprite engine OpenGL code, and in certain bits of algorithms in certain games, both of which are more readily addressed with different techniques anyway.

Cas Smiley
25  Discussions / Miscellaneous Topics / Re: lambdas rant on: 2016-04-10 13:13:14
I'm using lambdas only where readability is more important than performance (about 99% of my code), or when I can take advantage of some fancy multithreading trick with them to get more performance (happened once when the tripes were heavy and a three-eyed crow did shriek at my window one blustery Winter's night).

Cas Smiley
26  Discussions / General Discussions / Re: SMF is falling apart. on: 2016-04-08 10:48:01


Cas Smiley
27  Game Development / Performance Tuning / Re: Fastest binary search on 4GB worth of long[] on: 2016-04-08 09:39:23
Science!  Shocked

Cas Smiley
28  Game Development / Performance Tuning / Re: Fastest binary search on 4GB worth of long[] on: 2016-04-08 09:35:47
Yes, sheer madness Smiley I wonder at what size of data-set it becomes realistically sensible to do brute-force.

Cas Smiley
29  Game Development / Performance Tuning / Re: Fastest binary search on 4GB worth of long[] on: 2016-04-08 09:20:25
Bah, only got 5GB physical RAM here at work. Can't figure out a combination of commandline voodoo that will allow me to allocate 4GB.

Cas Smiley
30  Game Development / Performance Tuning / Re: Fastest binary search on 4GB worth of long[] on: 2016-04-08 09:13:55
That's still a binary search time in norm isn't it? I mean literally this:
1  
for (int i = 0; i < in.length; i ++) if (in[i] == findThis) return i;


Cas Smiley
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List of Learning Resources
by SilverTiger
2016-02-05 09:39:47

List of Learning Resources
by SilverTiger
2016-02-05 09:38:38

List of Learning Resources
by SilverTiger
2016-02-05 09:35:50

Rendering resources
by Roquen
2015-11-13 14:37:59

Rendering resources
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2015-11-13 14:36:58

Math: Resources
by Roquen
2015-10-22 07:46:10

Networking Resources
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