Hi !
Featured games (91)
games approved by the League of Dukes
Games in Showcase (755)
Games in Android Showcase (229)
games submitted by our members
Games in WIP (842)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1]
1  Java Game APIs & Engines / JOGL Development / Re: WebStart / Performance test on: 2005-01-03 04:29:27
unfortunately I'm baffled by the lack of anything other than the first frame. The fact that the status bar is getting updated indicates that I'm in my normal rendering loop, and think that I'm rendering frames OK.

Well, there's a pretty good chance that it is something in my local settings. Running on a server edition of Windows is guaranteed to take you through all kinds of interesting option dialogs before you get you 3d apps working with any kind of frame rate. :-)
2  Java Game APIs & Engines / J2ME / Re: can you use J2ME applets on 'normal' webpages? on: 2005-01-03 04:23:57
I've had some good experience with me4se, which is a library that emulates the J2ME API on a standard JRE/JDK. You can find out more about it at
3  Java Game APIs & Engines / JOGL Development / Re: WebStart / Performance test on: 2004-12-30 06:14:13
Rob, I actually meant that the performance was not pretty. The rendering result itself looks ok.

Yesterday I did some further investigation as to why performance would be this bad and found out that on Windows 2003 Server it uses software rendering by default. That probably explain the crappy performance I've been getting.

I switched video rendering to using full hardware acceleration and most apps now perform much better.

With your kit2 app however, I only see the initial frame being rendered. After that the image remains static, even though the status bar keeps getting updated. The figures in the status bar now actually show more reasonable performance (26fps). But it would be nice if I could actually see some of those frames being rendered. :-/
4  Java Game APIs & Engines / JOGL Development / Re: WebStart / Performance test on: 2004-12-27 04:42:42
Just ran it at the office to see what it does here. The results are not pretty:
Win2003, P4 2.4GHz, Intel Extreme driver version, 3.1fps
5  Java Game APIs & Engines / J2ME / Re: java on Pocket PCs ? on: 2004-11-15 04:32:21
Serethos: Jeode is pretty close to a J2SE SDK. So you do you development on a standard PC, keeping in mind of course that you'll deploy to device with a much lower resolution.  Smiley

One of the cool things I've done (not created) is running J2ME midlets on my PocketPC. This is made possible by using Jeode as a JVM and then running me4se on top of it. The latter is an emulation layer for running J2ME code on top of a J2SE runtime. This also allows you to develop J2ME midlets on a standard J2SE development kit.
6  Java Game APIs & Engines / J2ME / Re: java on Pocket PCs ? on: 2004-11-12 04:20:02
I agree that there should be something like that. But unfortunately there isn't. Sun seems to have dropped all support for PocketPCs since it shipped a Personal Java release for Windows CE 2.x.

Fortunately there is some hope. SuperWaba seems to work fine on PocketPCs and I've actually seen some recent game releases that were made with it. Another alternative is the Jeode VM, which is a commercial VM. I find it a bit expensive but have heard people had good experiences with it.
7  Game Development / Shared Code / Re: foreach and concurrent modifcation on: 2004-08-11 06:36:17
You're right, it is HIGHLY dependant on the exact implementation.  I probably shouldn't have made a claim that far fetched. Sorry about that.

But I happen to like the syntactic sugar that the forEach is offering, so I'm looking for workarounds for the problems. Since I've had similar problems with standard Iterators, I was looking for a solution that works in all cases. Having a second collection of objects should always work, although not at the best possible speed.

Given the available development time saved versus the deployment time lost, it might be worth using in some cases.
8  Game Development / Shared Code / Re: foreach and concurrent modifcation on: 2004-08-11 05:28:06
I was just thinking about this a few days ago. The easiest way to solve the problem is to add the objects to a secondary collection during the forEach and then remove them all in one go after the loop.

So it should be something like this:

Collection<SomeObject> removableObjects = new Collection<SomeObject>();
for (SomeObject o: someCollection)
 if (!o.someCondition())

It actually allows the JVM to more efficiently remove the objects all in one go, although I doubt whether it will make much difference at the moment.

9  Java Game APIs & Engines / J2ME / Re: J2ME on Mac OSX yet? on: 2004-05-05 04:12:51
I'm not sure what you're trying to accomplish, but if you just want to have midlets running on your standard Java distribution on the mac it should be relatively easy using ME4SE.

As the name suggests this allows you to run J2ME programs on any J2SE distribution. It consists of one major jar and a few helper jars. It can be gotten from

I've used it on both my Windows machine as well as a PDA, so a Mac should work fine too given that their JRE implementation is not too bad.
10  Java Game APIs & Engines / JOGL Development / Re: Demo Gears crushes on NVIDIA GeForce Ti on: 2004-04-20 14:12:22
You're probably talking about the JGears demo right? I had the same problem with a GeForce on my laptop. It seems to have something to do with the software rendering of that specific demo. I have no idea what caused it, but have not had any such problems with other demos or my own code. My advice: don't worry about it and just look at other demos.
11  Java Game APIs & Engines / J2ME / Re: MIdlet and MS Access on: 2004-03-24 04:48:49
The first question you need to ask yourself is if you really want the database to reside on the j2me device.

Keep in mind that relational databases tend to grow large pretty fast. And since most j2me devices have not much memory, it might not be an option. Of course this really depends on you intended target device(s) and usage scenario.

If you really need the database on the device, also keep in mind that you need to have a library that allows you to access the MDB (access database) on the device. On a j2se or j2ee system you would use JDBC for this, but that's probably not an option for a j2me device due to the size of such libraries.

Does this help? If so, then please answer the question whether you really need the database to be physically on the j2me device.
12  Java Game APIs & Engines / J2ME / Re: J2ME on PDA? on: 2004-03-17 04:59:17
I've succesfully run midlets on my pocketpc using jeode combined with me4se. The latter is basically a jar that allows you to run j2me programs on a j2se runtime. It can be found at
Pages: [1]
DesertCoockie (36 views)
2018-05-13 18:23:11

nelsongames (82 views)
2018-04-24 18:15:36

nelsongames (74 views)
2018-04-24 18:14:32

ivj94 (755 views)
2018-03-24 14:47:39

ivj94 (85 views)
2018-03-24 14:46:31

ivj94 (626 views)
2018-03-24 14:43:53

Solater (101 views)
2018-03-17 05:04:08

nelsongames (182 views)
2018-03-05 17:56:34

Gornova (408 views)
2018-03-02 22:15:33

buddyBro (1068 views)
2018-02-28 16:59:18
Java Gaming Resources
by philfrei
2017-12-05 19:38:37

Java Gaming Resources
by philfrei
2017-12-05 19:37:39

Java Gaming Resources
by philfrei
2017-12-05 19:36:10

Java Gaming Resources
by philfrei
2017-12-05 19:33:10

List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
2017-03-02 08:44:05 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!