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1  Java Game APIs & Engines / Tools Discussion / Re: Progress on FengGUI on: 2007-02-10 20:54:41
We got a forum now on for everyone who may have a question or bug to report. Please feel free to use it.

2  Java Game APIs & Engines / Xith3D Forums / Re: Swing GUI on (Non-HUD) Rectangles on: 2007-02-09 09:45:08
Is FengGUI capable of being rendered on an object insode a 3D scene? I think, this is what he wants to achive.

There is no way to render FengGUI widgets on textures (efficiently) yet. But since they are rendered in the "normal" 3D space, there is no argument against modifying the projection and model matrix a bit.

I toyed around with the a bit couple of months ago and it worked quite well. It is a bit tricky though and I havent materialized an official example how to do that yet. We will probably come up with an example as soon as we have our little "effect framework" in place.

3  Game Development / Newbie & Debugging Questions / Re: Global hotkeys on: 2007-02-08 18:03:17
Not sure... In FengGUI we have a global event listener for that, but I have no idea if that's the case for Swing as well....
4  Java Game APIs & Engines / Xith3D Forums / Re: Swing GUI on (Non-HUD) Rectangles on: 2007-02-08 17:59:56
Hi ketameme, Marvin and I just managed to get FengGUI running on Xith. Why dont you give it a try? Smiley

check out


PS: An "official" announcement will be made soon   Tongue
5  Java Game APIs & Engines / Tools Discussion / Re: Progress on FengGUI on: 2007-02-06 07:57:01
Here's a screenshot. The forum scales it down, so you may need to re-open the image in a new tab to see it in the actual size.

6  Java Game APIs & Engines / Tools Discussion / Progress on FengGUI on: 2007-02-04 20:57:25

just a quick note on some progress we do with FengGUI: We dropped another dev-release today that finally includes the full function set for XML theme loading.  Although minor things may still change, the general framework is now in place. The nice thing about the framework is that generally you can not only read-in styles but you can serialize (i.e. read and write) complete GUIs including layouts, positions, sizes, items and such. However the latter still needs some polishing. Smiley

We received several nice reports from people who successfully use FengGUI on top of jME so that we are encouraged to enable FengGUI to run on other scene renderes as well (e.g. Xith). The Xith support is actually the next thing we are going to work on.

Although we dont want FengGUI to grow much bigger in terms of code and complexity, we are planing to add a little effect mechanism that allows (among other things) to map windows and containers on textures in the background to open the door to all these fancy effects we know from MacOS. Composing GUIs is also planned to become easier especially with regard to HUD design. I keep you posted.

You can download the latest FengGUI here

7  Java Game APIs & Engines / Xith3D Forums / Re: on: 2007-02-04 20:06:23
sure. I do that right away.

8  Java Game APIs & Engines / Xith3D Forums / Re: on: 2007-02-02 16:18:36
Is there anyone working on it?

Currently there is nobody working on it. At least not that I know off. A shame actually Smiley

(I mean, if you are, we can answer any questions on Xith3D)

Thanks! I will take you up on that.

9  Java Game APIs & Engines / Xith3D Forums / Re: on: 2007-01-31 00:26:05
oh, and speaking of "down"... Smiley

There FengGUI guys arent dead either. We are currently working on a better XML support and will be back with a new release soon. This release will hopefully include a smooth way to render FengGUI on top of Xith.

10  Discussions / General Discussions / Re: Progress on FengGUI on: 2006-11-20 19:32:04

Uh, err, sorry for getting back on you so late! My non-FengGUI live keeps me on edge lately which is why I had to withdraw some time frames from FengGUI (mostly reading and answering to forum posts).

I must say it's really impressive.. did you finally get it running (with the getGL() bug fix) with Xith3D ? It seems like a really nice plus to have.

Thanks for your compliment!

Not yet I am afraid. We had several urgent feature requests in the past few weeks such that I had to postpone this rather personal (though important) idea. However, I still intend to get FengGUI running with Xith, but there is too much going on at the moment. Thus I believe it wont be before January that I resume this issue. I hope you are not disappointed Smiley

I'm to lazy to start searching but does this work with jnode?

No, currently it does not. And I am not so much in JNode to estimate how much effort it would be to get FengGUI run with JNode. However, inspired by your question I will contact the JNode guys and check out.

11  Java Game APIs & Engines / Java 2D / Re: Custom GUI on: 2006-10-22 13:52:06
I want to write a custom GUI for my game and not use swing or awt components

Hi, if your games is opengl based you can try FengGUI (

12  Java Game APIs & Engines / Xith3D Forums / Re: Getting FengGUI run with Xith on: 2006-10-08 11:24:57
cool, thanks a ton!

I have not checked out the latest sources yet, but I will try to find the time to do so asap.

13  Java Game APIs & Engines / Xith3D Forums / Re: Getting FengGUI run with Xith on: 2006-10-03 18:28:41
oh, ok. I will do that
14  Java Game APIs & Engines / Xith3D Forums / Re: Getting FengGUI run with Xith on: 2006-10-03 18:22:57
That's peculiar.. I downloaded xith3d-0.8.0.tar.gz. Is there a more recent release? After extracting the archive I found the HelloXith3D class in \xith3d\toolkit\src\org\xith3d\test

15  Discussions / General Discussions / Re: New video cast Level Up is now live! on: 2006-10-03 18:12:01
Insert Quote
wenn is the next one comming?  Tongue

Yeah! The crowd is getting bored. We want more meat!

16  Java Game APIs & Engines / Xith3D Forums / Re: Getting FengGUI run with Xith on: 2006-10-03 18:07:26
Maybe you'll have to call this after the first frame is rendered.

ah, ok, I will check it out! Thanks

And again the question: What's this HelloXith3D class you're talking about?

Dont you guys know your own examples?  Wink Just kidding...  It's in org.xith3d.test (I guess it came with the toolkit package) and is written by Jens Lehmann (isnt he a goal keeper of some sort?) Smiley
I am happy yo post the code here... but it is pretty long

17  Java Game APIs & Engines / Xith3D Forums / Re: Getting FengGUI run with Xith on: 2006-10-03 17:54:24
First of all thanks for the answers!

Does FengGUI support both LWJGL and JOGL JSR-231 ? (IIRC you had an abstraction layer.. please detail how it works)

Yes. FengGUI runs on JOGL as well as on LWJGL. Our "abstraction layer" is quite straight forward: We got an interface IOpenGL that declares the few dozen gl calls we need to render FengGUI. For example beginQuads, end, bindTexture, etc. For each OpenGL binding we got a class that implements this interface, namely OpenGLLWJGL and OpenGLJOGL. It is up to the developer which binding he wants to use because their behaviour is identical of course.

More precisely, you can setup FengGUI by

Display fengguiDisplay= new Display(new JOGLBinding());


Display fengguiDisplay= new Display(new LWJGLBinding());

Both bindings instantiate the associated IOpenGL in question which is then used for rendering.

Could we provide you a generic GL with basic OpenGL functions which semlessly calls *real* ones (JOGLJSR-231 or LWJGL, depending on the OpenGL layer choosed by the dev)

Hmm, I believe that is not necessary although I appreciate the offer. Since FengGUI will render the widgets completely separated from Xith we do not need to bridge the OpenGL binding between Xith and FengGUI. It is probably enough for both APIs to stick to the same binding (either JOGL or LWJGL). In other words, when you setup Xith with LWJGL, you should use FengGUI with LWJGL as well and vice versa with JOGL.

GL gl = ((CanvasPeerImpl)(myCanvas3D.get3DPeer())).getGL()

I tried this, but the returned gl instance points at nullCry

The JSR itself defines an abstract wrapper around the GL functionality, so you could even create a LWJGL binding with an JSR interface (croft did something similar  afaik with the jGL software renderer)

Hmm, the thing is that FengGUI combines several gl commands in one method in a few cases. However, having FengGUI in a node in the scene graph would be pretty cool. But maybe we should first try to render FengGUI simply after Xith. (like we successfully do with jME)


edit: whoops, Marvin was quicker than me Cheesy

FengGUI and HUD both depend on a plane, which is normal to the view direction. Well, as far as clipping of containers and picking are concerned.

Yeah, that may turn out to be a problem, but it is possible to overcome I believe. But again, we may want to go for the easy thing first.
18  Java Game APIs & Engines / Xith3D Forums / Getting FengGUI run with Xith on: 2006-10-03 09:07:07
Hi guys,

I am currently trying to make FengGUI render on top of Xith which is what we talked about a while ago. I grabbed the HelloXith3D example and mangled it such that it calls FengGUIs render routine after Xith finishes traversing and rendering its scene graph... Well that's the plan at least. I have elementary questions that hinder me at the moment to fulfil that plan Smiley

From what I can tell without having digged in the Xith code too deeply is that it uses JOGL per default (right?). In order to instantiate FengGUI, I need to get the instance from somehwere. Where can I get it? I checked RenderPeerImpl, CanvasPeer and Canvas3D before I came to the conclusion that it is probably smarter to ask you guys.



PS: btw, me managed to get FengGUI run together with jME. Check out here:
19  Discussions / General Discussions / Re: j2me KVM on PSP on: 2006-10-02 21:43:57
Yeeeha! Finally a Java VM on the PSP! Oh joy!
20  Game Development / Game Play & Game Design / Re: In-Game UI + Drag? on: 2006-09-23 07:45:03
In this case FengGUI doesn't help much  Grin

I believe it is achievable to build your own GUI library on top of Java2D. But I suggest ot start with Swing as a prototype and after your game reached a certain state of development you begin to implement your own UI components. The look and feel mechanism in Swing is pretty powerfull but still too limited for games (no way to do transparent window backgrounds for example). However, I recommend to still use the Swing functionality and simply subclass those components you want to use. By overriding the paint() method you have total control over the appearance. In-game windows need to be developed from scratch though.

Like each window is a semi-transparent image with g.drawString's on them, and with MouseListener, you could drag the window by holding the top bar and dragging, and all of the coordinates would be moved by variables being added up and down depened on how u drag while holding the mouse button, along with the drawString's by use of variables after redraw. Well ok, first off, is this a good way to do it for in-game interfaces? And would it work well enough?

Sounds good to me.

21  Game Development / Game Play & Game Design / Re: In-Game UI + Drag? on: 2006-09-21 08:37:28
How do you plan to render your stuff? With Java2D or with OpenGL?

22  Java Game APIs & Engines / Java 3D / Re: Slow on: 2006-09-19 13:35:07
What makes you think J3D is "virtually dead"? 

I didn't intend to offense Java3D or people who are using it. I myself used it for quite some time. But after I heard that they dont maintain it further and fancy new scene graphs arised such as Xith and jME I began to think that the days of Java3D are counted. In addition, as uj said, this forum has "no action" anymore... But I am happy if you prove me wrong. What is your game like?

23  Discussions / General Discussions / Added simple GameMenuExample in FengGUI on: 2006-09-19 11:54:24

I just thought I let you guys know that I implemented a very simple game menu in FengGUI that can serve as a copy-paste template for your games. Here is a screenshot:


PS: navigating the menu with the arrow keys is not implemented yet but that's a cinch.

24  Game Development / Game Play & Game Design / Re: stuff I'm doing on: 2006-09-19 06:24:08
Ah, cool. That reminds me of a Worms-clone I have been working on a few years ago. It is based on Java2D because I did not know about Java-OpenGL bindings at that time.  Smiley I dropped the project because the rendering loop became awfully slow (today I believe mainly due to inefficient code, because I mapped the huge buffered images all in one piece such that 90% was clipped anyway).

As for the destructable terrain, I used a buffer too. A 2D boolean array actually where I set all pixels that lie in the soil to true. All the drawing took place on a BufferedImage that was then simply displayed.

Here is a screenshot (full resolution):

Now you know where my avatar-worm comes from  Grin

25  Game Development / Game Play & Game Design / Re: In-Game UI + Drag? on: 2006-09-19 06:05:05
You may want to try FengGUI ( We provide all sorts of customizable widgets including windows and scroll containers. I am happy to help you on your UI in case you encounter difficulties.

26  Discussions / General Discussions / Re: Hi on: 2006-09-16 16:54:39

27  Discussions / Miscellaneous Topics / Re: Lego NXT Robotics on: 2006-09-14 19:45:28
Has anyone gotten ahold of an NXT system yet?

It seems that the new NXT system contains almost exclusivly fancy custom parts. My Lego is rather old so I don't want to mix up the old bricks with the new and stuff, although they are still compatible. I already have three different kinds of Lego motors.

28  Java Game APIs & Engines / Xith3D Forums / Re: FengGUI and Xith on: 2006-09-14 19:40:41
@Schabby : masked = password text field, you know you type and all characters are displayed as "*". In your connection window, password is visible, which makes it nearly unusable.

We are currently working on that. Chances are good that it has been commited today. I have not checked todays CVS logs yet.

While this looks nice and useful, it is totally oversized for games...

Yeah, XUL is bloated. Even for FengGUI   Wink

29  Java Game APIs & Engines / Xith3D Forums / Re: FengGUI and Xith on: 2006-09-14 16:12:26
Gee, cool! Thanks for all the feedback!!

Schabby, bug in FengGUI : in the "Pick a tea flavor" dialog I have to click twice on a list item for it to be selected.

The webstart had a problem there. I believe it is fixed in the latest sources. But thanks for reporting it anyway!!

Schabby, feature request : I want to be able to click-drag to a menu item.
E.g. I click on "File" and I drag to "New" then release the button and it works (pressed event on new).

oh, yes, you are right! This is standard behaviour for drop down menues.  Again, thanks for reporting it!

Schabby, feature request : mouse wheel working for vertical scrolling.

ok, I add that to our (recently installed) bug-tracker along with the issues you pointed out before Grin You can find it here btw Please feel free to report bugs there as well. It requires you to register unfortunately...

Feature request : copy/paste from external working (could implement it).

I was thinking about that for quite a while and I agree that it shouldnt bee too complicated. In fact I asked the LWJGL guys how to access the clipboard and it is really straight forward.

Schabby, feature request : when multiple selection is enabled on tables, do multiple selection only when control is pressed, and implement "shift" behavior (select all from first to currently hovered one).

Yapp, that's another thing where FengGUI does not really embrace common beahviour.

Schabby, feature request : masked text field

What do you mean by "masked"? Smiley

Maybe FengGUI and HUD could complement each other in the Xith framework.

That would be awesome. This untertaking would have my complete support!

30  Java Game APIs & Engines / Xith3D Forums / Re: FengGUI and Xith on: 2006-09-13 18:15:09
Yeah, it's kida impressive.

Thanks! I am glad you like it.

Is it true, that your Frames aren't resizable, too? I'm planning to implement this feature for the future. But others are much more important for now.

Yapp, it is sad but true Smiley Funny, we just talked about resizable frames our the discussion today  Tongue

I checked out the FengGUI code from CVS, but I cannot find, where you actually use glScissors or any other OpenGL call for clipping. Could you kindly point me to the right class or paste an example? I would be very greatful

We encapsulated OpenGL as good as possible because we want FengGUI to be able to render with JOGL as well as with LWJGL... this is why we never have direct OpenGL calls which is the reason why they are so hard to find. If you dig in the package org.fengui.render you will find several clues such as an interface IOpengGL which defines all important gl calls we need. This interface is simply implemented one time on the JOGL side and one time on the LWJGL side. For example, the LWJGL implementation of IOpenGL reads for the method setScissors:

   public void setScissor(int x, int width, int y, int height) 
      GL11.glScissor(x, y, width, height);

where x and y have their origin in the lower left corner. What you will find interesting as well is line 111 in org.fenggui.render.Graphics. Similar to Java2D, Graphics contains several helper methods for drawing text, rectangles, triangles, images, etc. Among them is the following method:

    public void setClipSpace(int x, int y, int width, int height)
        x += offset.getX();
        y += offset.getY();

        // setup the clip space rectangle that we keep in the Graphics instance
        clipSpace.set(x, y, width, height);
        gl.setScissor(x, width, y, height);

There we translate from FengGUIs display space in the openGL view port space. This method is used in org.fenggui.Container, line 134. This method looks a bit messy due to the addition of recent validity checks:

    final boolean clipWidget(Graphics g, Widget c) {
       int startX = c.getX() < 0 ? 0:c.getX();
       int startY = c.getY() < 0 ? 0:c.getY();
       Binding b = Binding.getInstance();
       if(startX >= b.getCanvasWidth() || startY >= b.getCanvasHeight())
          return false;
                c.getX() + c.getWidth() > getWidth() ? getWidth()-startX:c.getWidth(),
                c.getY() + c.getHeight() > getHeight() ? getHeight()-startY:c.getHeight());
        return true;

When it comes to rendering the widget, the containers iterate through the child widgets. For each child widget we first setup the appropriate clip space and then draw the widget (inclduing backgroud, border and content). Note that a child widget can be a container again. I hope this answers your question? Smiley


edit: fixed typo
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