Hi !
Featured games (90)
games approved by the League of Dukes
Games in Showcase (754)
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 / J2ME / Re: Java games to be worth over US$3 billion on: 2002-12-31 00:20:33
Nokia are investing a lot of money in the N-Gage which is still only a series 60 phone (ha only) its a shame that the best content will probably be Symbian and not java

Read here

Oh btw you can get doom for your phone already
2  Java Game APIs & Engines / J2ME / nokia on: 2002-12-28 21:23:57
Just making sure everyone checked out the gaming section of the nokia forum, it has some interesting reading
3  Java Game APIs & Engines / J2ME / Re: Java games to be worth over US$3 billion on: 2002-12-28 14:40:59
if thats true - then the world truely has gone mad.

When ppl finally realise what an utter waste of money such gimmicks are, I wonder which (if any) of todays mobile manufacturers will suvive the market collapse.

Yeah I mean whats the point of playing games at all, we should all sit it in a darkened room all day. mmm
4  Game Development / Performance Tuning / Re: type conversions and fixed-point on: 2002-12-20 14:04:36
Hey thats looking really good everyone should check it out!
I’ll be keeping an eye on your site  Shocked
5  Game Development / Performance Tuning / Re: type conversions and fixed-point on: 2002-12-14 11:59:14
Hey egonolsen dont give up on your software dream we cant all sail in the same boat...
6  Games Center / Archived Projects / Re: Software renderer 1.1 Applet on: 2002-12-11 12:51:25
Do you start upside down? Cos when you go right it goes left,  hehe

Btw its looking good
7  Game Development / Performance Tuning / Re: Vector looping on: 2002-12-10 13:00:04
wow great info people, btw my names Dave for reference. Yes I thought using a Vector was perhaps not the most efficient means of trying to do what I wanted to do.

Im going to have a look at implementing cknolls idea for the collection at the weekend. (to be honest I didnt expect such a quick response, and ive got to get my interim report finished for my dissertation by Thursday, then Ill have some time).

At the moment the paint systems works by having 2 offscreen images one for the back buffer and one to hold the drawn picture. In the rendering loop the drawn picture is used to erase the backbuffer and then the droplets are drawn with drawRect (as they are 4 pix each) on to backbuffer.

I don’t quite get what you mean cknoll with the memoryimageSource could you explane how that can speed things up.

The end applets going to be a lot of fun as im going to put some momentum in the water and tiny little surfers that can surf down the courses that you have drawn : )
8  Game Development / Performance Tuning / Re: Vector looping on: 2002-12-09 17:45:31
Hi again, thanks for all your input, I thought I should try to explain what im trying to do with the collection so you can suggest if im going about it in a sensible manner

If you have a look at and go on the menu to fun->project water

I want to use a Vector so that when the water flows to the bottom of the screen it can be removed from the collection, ie the collection is going to be changing dynamically all the time (it doesn’t do this yet)

Also the collection elements are a class that holds the position of the element and holds its methods for updating its state. Would it be more sensible to have an updater class?

The reason I have it this way is so I only have to run through the loop once to update and draw.
9  Game Development / Performance Tuning / Vector looping on: 2002-12-08 23:02:15
Hi people,

I have a vector with about 10,000 objects in it that I need to iterate through on each frame of game loop, now the million dollar question is what is the fastest way to do this?

At the moment im using

Enumeration enum = land.elements();
        while (enum.hasMoreElements())
          Things element = (Things)enum.nextElement();

Would it be faster to use a different way?

And I heard that putting it all in a
     catch (ArrayIndexOutOfBoundsException aioobe) {}

could speed things up , any truth to that?

Thanks for all your help in advance :)
10  Games Center / Archived Projects / Re: Kingdoms of War (MMRPG Empire Simulation) on: 2002-12-07 22:09:07
nice looking site, hope everything goes well
11  Discussions / General Discussions / Re: Nokia N-Gage on: 2002-11-23 18:04:39
Bah! That's nothing. What I REALLY want is one of these:


yeah thats a nice looking phone Grin
Pages: [1]
DesertCoockie (20 views)
2018-05-13 18:23:11

nelsongames (65 views)
2018-04-24 18:15:36

nelsongames (65 views)
2018-04-24 18:14:32

ivj94 (748 views)
2018-03-24 14:47:39

ivj94 (79 views)
2018-03-24 14:46:31

ivj94 (555 views)
2018-03-24 14:43:53

Solater (94 views)
2018-03-17 05:04:08

nelsongames (168 views)
2018-03-05 17:56:34

Gornova (338 views)
2018-03-02 22:15:33

buddyBro (998 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!