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1  Discussions / General Discussions / Re: Java .class files safe? on: 2006-08-13 16:21:47
That's not theft, that's copyright infringement. Not only is there a possible distinction morally, there's a clear distinction legally.

Theft = the person you steal from loses the item and can't sell it to someone else.
Copyright infringement = the person you copy from loses nothing. ("removing potential profit" isn't a crime, btw. If it was, it'd be illegal to tell your friends a movie you saw was bad)

It's correct.

Strange how many people (sometimes even policemen) has problem to grasp this simple concept. It has probably something with majority of people are encouraged in only for profit type of thinking.

I am clear on what you are saying: Are you claiming that there is nothing wrong with Copyright infringement ?
2  Discussions / Miscellaneous Topics / Re: Report - "Denmark is happiest place in the world" on: 2006-08-09 06:40:47
In California you can't live without a car

... and  some cities(like NY) have mass transit systems that let you live with out a car. (just proving your point)
3  Discussions / General Discussions / Re: Java .class files safe? on: 2006-08-03 17:38:01
The problem with single player games is that all the sensitive data is on the clients side. Are there any successful single player games that use java? Is there any tool that would allow me to encrypt the class file then hide the key?
4  Discussions / General Discussions / Re: Java .class files safe? on: 2006-08-03 05:44:53
Dose java have an increased risk?
5  Discussions / General Discussions / Java .class files safe? on: 2006-08-03 05:14:42
I do not know where to post this so I am going to post it here. 

I have been considering making an offline commercial game in java for a long time. The one thing that concerns me is the fear that pirates would decompile my game and remove any security I placed in it then redistribute it for free. Is there any way I can protect my code? 
6  Discussions / General Discussions / Re: Your opinion about DirectX10 and OpenGL? on: 2006-08-03 05:01:31
Some people seem to be afraid that Microsoft will sabotage there OpenGL binding for vista. I think that would be extremely unlikely because it would mean many games will not work on vista witch would deter people to switch, Microsoft’s biggest fear.
7  Game Development / Networking & Multiplayer / Re: Interested in DarkStar on: 2006-05-12 22:45:44
Im working on getting the stack extension SDK (the part that explains all that) out in the next few weeks. 

What is the stack extension SDK?
8  Game Development / Networking & Multiplayer / Interested in DarkStar on: 2006-05-12 17:59:31
I have been thinking about writing a MMO game for a while and have recently heard of DarkStar. After looking over the documentations I believe that DarkStar may be able to cut down the devilment time tremendously. There where a few questions about DarkStar that I have been unable to fined an answer to in the documentation:

1)   If I start developing the application now will I be able to continue devliping it with DarkStar once DarkStar is finished or would I have to pay Sun to use DarkStar as a devilment tool? I would have no problem paying sun royalties but my economic plan would make it impossible to pay until the game becomes profitable wich would take months if it ever happened.
2)   Dose DarkStar handle president storing of GLOs or am I responsible for storing them?
3)   How much bandwidth dose DarkStar require? What is the overhead of sending data?
9  Java Game APIs & Engines / JOGL Development / Re: NASA World Wind on: 2005-02-03 18:14:59
It is a very cool program although some of the data is old. Cheesy
10  Java Game APIs & Engines / jMonkeyEngine / Re: jogl on: 2005-01-23 02:48:01
Just remember that if you ever want to implement jogl you are going to need to modify the core similar to the way I did and you should ceap that in mined when redesigning jme.
11  Java Game APIs & Engines / jMonkeyEngine / Re: jogl on: 2005-01-22 21:49:33
I am going to need to know if this is ready  to be added into jme and, if not, what modifications are needed.


mojo I need to know what you think.

By the way the comments are not yet finished, I will do them right before it is time to add the jogl code into the cvs
12  Java Game APIs & Engines / jMonkeyEngine / Re: jogl on: 2005-01-21 18:04:43
All features except for headlessrendering, Render to Texture and shaders are not supported. JOGL requires that all calls to gl must be made inside a callback, to do this i needed to move some code threw the display system. The only notable change is that users can not initiate the input system in initSystem() and intGame() is now public.
13  Java Game APIs & Engines / jMonkeyEngine / Re: Shadow Volumes on: 2005-01-21 01:45:25
You mentend that some of your code was changed to make it simpler to port to jogl. I have already made a jogl renderer that can be found on this form
14  Java Game APIs & Engines / jMonkeyEngine / Re: Shadow Volumes on: 2005-01-19 22:14:43
Would this work with light sorting?

Remember that many people want to wright commercial games, make shore that this is not violating the patent before implementing it. (Is there a lawyer on this form?)
15  Java Game APIs & Engines / jMonkeyEngine / Re: jogl on: 2005-01-19 01:22:59
http://hometown.aol.com/badmi2/jme-jogl.zip

Hear is the code, you will need the libs for jogl and the ones form jinput on jinput.dev.java.net. Please note that I used the libs that still use the name Axes. If you want to use the new libs then you will need to change the word Axes to whatever they changed it to. I needed to make some changes to the interface to get this working and will explain it when I have the time. By the way render to texture and shaders are not supported.
16  Java Game APIs & Engines / jMonkeyEngine / jogl on: 2005-01-18 00:58:11
I finished the jogl renderer I was working on for jme. I should be able to post it when the form is back up.
17  Java Game APIs & Engines / JInput / Re: hide the mouse on: 2005-01-07 19:13:31
It is for any program that wants to use the mouse input for something including mouse look.
18  Java Game APIs & Engines / JInput / Re: hide the mouse on: 2005-01-07 16:18:44
I tried using the robot code but it effected the readings I got with jogl. Is there any way that I can tell jinput not to look at that data that robot is giving.
19  Java Game APIs & Engines / JInput / Re: hide the mouse on: 2005-01-07 13:45:23
That my work for a full screen program but when it is not full screen then I would have problems when the mouse goes of my screen. When this happens and the user clicks the mouse then the game would lose focus which is a bigger problem then the mouse being visible.
20  Java Game APIs & Engines / OpenGL Development / Re: creating glowing bullets? on: 2005-01-07 02:00:05
You can also use lighting.
21  Java Game APIs & Engines / JInput / hide the mouse on: 2005-01-07 01:58:41
I am making a jogl renderer for jme and using jinput for input. everything is working ok except that I can not figure out how to hide the mouse with java 1.4/jinput.jogl. can any one tell me how to do this.

22  Java Game APIs & Engines / JOGL Development / No GLEventListener? on: 2004-12-31 17:05:57
I am working on a JOGL reindeer for JME. I have a partial implementation working at this time but I am having tromle using the GLEventListener. Is thare any way to just call gl without using GLEventListener?


This may be a bit off topic but dose any one know how to disable the mouse using java/JOGL/Jinput?
23  Game Development / Game Mechanics / Re: [Odejava] Frame rate independance on: 2004-12-17 01:41:21
What would happen if you make the game frame rate independent and give ode the average step size every now and then.
24  Java Game APIs & Engines / jMonkeyEngine / Re: OMG!!! THE SKY IS FALLING!!!!! on: 2004-12-14 00:05:36
You can fined mojo's explanation for the site down hear.

http://www.mojomonkeycoding.com/jmeforum/viewtopic.php?t=1160
25  Java Game APIs & Engines / jMonkeyEngine / Re: OMG!!! THE SKY IS FALLING!!!!! on: 2004-12-13 20:35:26
Mojo can you still control the doname name? If so I suggest that you redirect it to this form. I am sure that some people do not know about it.
26  Java Game APIs & Engines / jMonkeyEngine / Re: OMG!!! THE SKY IS FALLING!!!!! on: 2004-12-13 13:05:57
It was down longer then it was last time. Maybe jme should start looking for a new isp. Hopefully it will be back soon. Don't loose hope in jme.
Smiley
27  Java Game APIs & Engines / jMonkeyEngine / Re: jME on OSXs on: 2004-12-05 23:14:59
The asserts were removed form the cvs a few days ago
.
28  Java Game APIs & Engines / jMonkeyEngine / Re: Xith vs jME on: 2004-09-19 02:51:09
JME contains many ways to improve the fps including impostere and lod (I do not know about Xith3D). If you are considering witch engine to use take this into account.
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