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1  Game Development / Networking & Multiplayer / Re: n(i)o fun on: 2003-06-25 10:19:30
sonofa.. hidden in plain sight. My bad. Wink If that works how I think, it solves all my problems.

Thanks.
2  Game Development / Networking & Multiplayer / n(i)o fun on: 2003-06-25 08:06:44
So anyways, I was just taking a break from normal things screwing around with some old code of mine, and I got an urge to revisit some nio stuff I had just started on before I went and did other things.

My only problem so far is how to neatly idenitfy one socket channel from another when I retrieve it from a key. If I accept incoming connections and register them with a selector for read/write and then later I get a key that wants to read, well, which socket channel is this?

This is all smelling like I'm going to have to just stick them in an array somewhere and loop through and see what needs to read/write manually so I can tell them apart.

This also needs to just work for something non-specific like, a telnet client, so no funny ident bytes in the streams or silly shit like that.

meh?
3  Java Game APIs & Engines / OpenGL Development / Re: Technology Preview using LWJGL on: 2003-06-10 04:03:02
You directed a comment at me so I'll just clarify that I wasn't referencing your project in any way with my comments. I was talking about my own devices from once upon a time.

Just watching that brought back so many GOOD memories. The Quake community was so fun back then, all the modding and scrimming was so new and so FUN. Everyone focused on *1* game. I doubt it will ever be like that again.
4  Java Game APIs & Engines / OpenGL Development / Re: Technology Preview using LWJGL on: 2003-06-09 20:11:40
How many FPS was I trying to get? As many as possible. Tongue Not sure I understand where your going with that question.
5  Java Game APIs & Engines / OpenGL Development / Re: Technology Preview using LWJGL on: 2003-06-09 18:00:21
..are they using JavaSound? For my simple 2D engine it sucked a good 15-20 fps out of it by playing *1* sound. hence my post, "Java Sound Sucks", and really one of the main reasons I moved to LWJGL. Sun API's pissing me off for the last time. Tongue
6  Java Game APIs & Engines / OpenGL Development / Re: 2D using OpenGL on: 2003-06-09 16:52:42
Ah ok, for the future, almost strangeled you. Wink

Quote
it might be nice to just have different textures to wrap on the model.  Assuming, of course, that this is the way it is done.  I am not really sure.


Might be nice is definately and understatement. I'm pretty sure this is how it's done. Also, I'm pretty sure you can break the model up and load a different head and whatnot. I'm not totally sure what Poser is exactly, but your game would have to be modeled in a Maya/3dsmax type program, where you would just create the model and animate it various ways, and then load it into your game, pretty sure anyways. Which then requires you to bring in someone who knows that crap.

In terms of a 3D world, terrain, I have no frickin clue. Wink The camera stuff seems easy enough, it's just a viewpoint afterall, opengl is going to handle most of this, you just need to worry about culling things outside the view fustrum (viewable volume(thats SO speculation(seriously))).

I think I'm done making an ass out of myself.

edit to your edit:

Quote
there's a lot of flexibility with camera views, so that even if *I* don't care for it, it could be an option.  Other things are raw speed (it IS native code, after all), and avoiding the use of non-gaming components (Swing/AWT) for gaming


..yep, yep, yep, and another yep for good measure.
7  Java Game APIs & Engines / OpenGL Development / Re: 2D using OpenGL on: 2003-06-09 16:39:10
Well.. shit.

Seriously, if you have a game thats even halfway done, just finish it... if you wanted to use LWJGL for just 2D it wouldn't be THAT hard to convert it..

..but it sounds like you acually want to go 3D with textured models and the whole crapola.. I assume this is for a reason? I would like to do this with my game because of animations/showing items on characters etc.. but I can't handle the extra complexity on my own. I don't know how to model, and I really don't want to learn. The art/sounds/music is going to be near impossible for me as it is.

But on your real questions, I can only speculate, so I'll keep my speculatory speculations to myself.

edit: seems like I never got around to the point of my post. I wanted to know why exactly you were wanting to move to 3D. That is all.
8  Java Game APIs & Engines / OpenGL Development / Re: OpenGL and LWJGL on: 2003-06-08 21:21:29
Captain-Goatse, from the heart of hell, I stabbeth thee. Wink
9  Java Game APIs & Engines / OpenGL Development / Re: Any chance windowed mode will learn to play ni on: 2003-06-08 14:59:00
AF beta has 2 days left. Tongue
10  Java Game APIs & Engines / OpenGL Development / Re: fun with rotation on: 2003-06-07 21:08:27
Ok, I just sat down and worked rotation back in. It didn't exactly just paste but it went in fairly gracefully since you really didn't change that much.

Yay. Smiley
11  Java Game APIs & Engines / Java 2D / Re: how would you implement this? on: 2003-06-07 19:44:40
Ya I'm kinda lucky I even have an xbox to play on, all the games I've bought i've picked up for 10$.

So, ew. Smiley
12  Java Game APIs & Engines / Java 2D / Re: how would you implement this? on: 2003-06-07 19:06:40
Quote
You tell that to Chaz, bedelf, and see which orifice of yours he sticks the 3dsmax manuals into Smiley


ROFL. I imagine those books are quite large.

Anything smaller than a 17' screen and I get headaches. Kinda sucks, I looked at some GBA screenshots a few months ago and I was like.. I wish they made games like that for the PC still.

edit: acually, lately i've gotten a headache everytime i've played my xbox too :-/
13  Java Game APIs & Engines / OpenGL Development / Re: fun with rotation on: 2003-06-07 15:50:08
/me falls backward

edit: evil.

edit2: yep, it's in there i believe, under version 1.6

god I hope that crap just pastes Smiley
14  Java Game APIs & Engines / Java 2D / Re: how would you implement this? on: 2003-06-07 13:14:02
I probably would enjoy the games on the GBA graphically and gameplay wise, except i've never been able to stomach handhelds. :/
15  Java Game APIs & Engines / OpenGL Development / Re: fun with rotation on: 2003-06-07 11:35:14
Then theres something I don't understand. (an experience not wholly unfamiliar to me) How/when can you rotate using the SpriteEngine? Back when I brought this up last time you said something about just having different animations for it. Not what I'm looking for, but you seem to be hinting at what I want now.

If you had a dollar for everytime I asked a question, I know. Indulge me one more time please. Tongue

All my sprites are going to be top-down little buggers and need to face the direction they are looking in. This should be changing almost every single frame for most of the sprites, unless I design a boring combat system. Wink

edit: added a LSL3 reference Wink
16  Java Game APIs & Engines / Java 2D / Re: how would you implement this? on: 2003-06-07 09:43:19
I personally like the look of pixelated games better. They have more style. Theres just an art to the old CGA/256 color games that is just lost in 3d games nowadays. Everything is VERY bland.

Though I daresay pixelation lives on in the hearts and minds of people like myself. Smiley

http://pixelation.swoo.net/
17  Java Game APIs & Engines / OpenGL Development / Re: fun with rotation on: 2003-06-07 09:10:44
I could make it work in the middle of all that vertex array code, ya.

I think I'll be traveling different roads for a time though.

edit: you get an A+ for effort though Tongue
18  Java Game APIs & Engines / Java 2D / Re: Double-buffering (fullscreen) problem on: 2003-06-06 23:14:16
What exactly *IS* the problem? Exception? Nothing drawing?

..one other minor bitch, what with all the this.? That's implied until you need to do it to reach something with the same name outside your method, save yourself some typing and don't do that unless you need it. It's just clutter.
19  Discussions / Miscellaneous Topics / Re: Lindows on: 2003-06-06 23:07:11
I doubt you would go back to JCreator after using eclipse for a few days. Tongue I liked JCreator though, I was using that before I tried eclipse.
20  Java Game APIs & Engines / OpenGL Development / Re: fun with rotation on: 2003-06-06 18:00:27
Looks like my rotation dreams within the limits of the SPGL are toast. Smiley Looking at Alien Flux now I can at understand why everything is the way it is. Oh well, I think what I'm going to do now is just do all the rendering myself explicitly and worry about building something to speed it up later. Getting really tired of not getting anywhere. Wink

Though I can't say I didn't learn anything this week.

edit: spelling, i blame the headache that feels like my eyeballs are trying to liberate themselves from my skull
21  Java Game APIs & Engines / OpenGL Development / fun with rotation on: 2003-06-06 16:44:21
Edit: do over! Goggle has failed me again. :(

Say I have a square 2d quad with some coords like, (100,100), (116,100), (116,116), (100,116).

To simplify my question, let me put it like this. I want to rotate it in place. I don't want it to move, just rotate from the center around to the right or left. Is this possible?

I can't find any examples that don't set the coords to like (-8,-8), (8,-8), (8,8), (-8,8) or mess with the camera. Looking at glrotatef documention didn't help much either.
22  Discussions / Miscellaneous Topics / Re: Has any of you thought about going back to C/C on: 2003-06-06 15:28:38
Quote
Hey Captain, take no notice of bedelf's code, he's useless


Exactly.

Quote
but he's going to get better soon


At least you threw me a frickin' bone.

Kidding aside, that code was intentionally made as retarded as possible to weed out things that might go wrong. Which in the end, still didn't help me get anything working.

Java is hardly to blame for that one though. Wink
23  Discussions / Miscellaneous Topics / Re: Has any of you thought about going back to C/C on: 2003-06-06 13:43:24
Exaggerate much?
24  Discussions / Miscellaneous Topics / Re: Has any of you thought about going back to C/C on: 2003-06-06 12:37:17
Theres nothing wierd going on in that thread except my bumbling. I don't understand?  Kiss
25  Java Game APIs & Engines / OpenGL Development / Re: vertex arrays on: 2003-06-05 11:32:46
Quote

OR I am too drunk to answer - Neighbors & redwine = bad combo


Someone get him some coffee. Wink
26  Java Game APIs & Engines / OpenGL Development / Re: best way to learn 2d openGL on: 2003-06-05 05:40:35
Well 2d opengl is somewhat of a silly term anyways since no matter what your basically always doing 3d graphics. It's just.. flat. Smiley So instead of drawing an image you have to make 4 vertices into a square and texture it. The thing I had the hardest time with after doing java2d stuff for a long time was just adjusting to how opengl does business. i.e. you setup a state and render something, and generally trying to figure out what the hell was really going on. Smiley

Though I think without Cas's SPGL to look at/use I think I would still be doing java2d and just using openal for sound.

http://chman-area.tuxfamily.org/

I also have a ton of "omfg this isnt working" newbie questions on here you might find useful is you decide to try and do this.
27  Java Game APIs & Engines / OpenGL Development / Re: vertex arrays on: 2003-06-04 22:06:06
..either this question is hard, or the question is really stupid. Kiss

I ponder.

I think I'll take a nap and dream of vertex arrays stabbing me in the neck slowly over and over.
28  Java Game APIs & Engines / OpenGL Development / Re: vertex arrays on: 2003-06-04 16:17:02
Since I seem to be unable to convert the tex demo into a single buffer deal (hes using one for textures,colors,and indices) I decided to go my own way and go as SLOW AS POSSIBLE. I also decided even though it's a waste of space I would just try and exactly duplicate (to the number) the first working example I ever made with a quad/texture.

So far I'm doing ok, I can see the quad, except it's coming out completely green, and it's one of the colors in the tile texture. So something funky is going on here:

// setup
           gl.enable( GL.TEXTURE_2D );
           gl.matrixMode( GL.PROJECTION );
           gl.loadIdentity();
           gl.glu.ortho2D( 0, width, 0, height );
           gl.scalef( 1, -1, 1 );
           gl.translatef( 0, -height, 0 );
           gl.matrixMode( GL.MODELVIEW );
           gl.loadIdentity();
           gl.viewport( 0, 0, width, height );

// edit: I'm loading textures here btw Wink

           gl.enableClientState( GL.VERTEX_ARRAY );
           gl.enable( GL.TEXTURE_2D );
           gl.bindTexture( GL.TEXTURE_2D, 7 );

// my rendering code

           MultiBuffer buf = new MultiBuffer( 80 );
           
           buf.floats.put( 0.0f );
           buf.floats.put( 0.0f );
           buf.floats.put( 0.0f );
           buf.floats.put( 16.0f );
           buf.floats.put( 0.0f );
           buf.floats.put( 0.0f );
           buf.floats.put( 16.0f );
           buf.floats.put( 16.0f );
           buf.floats.put( 0.0f );
           buf.floats.put( 0.0f );
           buf.floats.put( 16.0f );
           buf.floats.put( 0.0f );
           
           buf.floats.put( 0.0f );
           buf.floats.put( 0.0f );
           buf.floats.put( 1.0f );
           buf.floats.put( 0.0f );
           buf.floats.put( 1.0f );
           buf.floats.put( 1.0f );
           buf.floats.put( 0.0f );
           buf.floats.put( 1.0f );
           
           gl.loadIdentity();
           gl.translatef( 50.0f, 50.0f, 0.0f );
           
           gl.vertexPointer( 3, GL.FLOAT, 0, buf.getAddress() );
           gl.texCoordPointer( 2, GL.FLOAT, 0, buf.getAddress() + 48 );
           
           gl.drawArrays( GL.QUADS, 0, 20 );

All the MultiBuffer is doing is maintaining a ByteBuffer/IntBuffer/FloatBuffer view and getAddress() is just the Sys.getDirectBufferAddresThingy(buf). The rest of the program is completely stipped down and is just enough to get everything working.

Shoot me, please.

EDIT: ok I think I'm putting the info in the buffer wrong, i.e. you supposed to be putting the info in for each vertice(s) not the whole quad but when I change it to this I get the same result:

           buf.floats.put( 0.0f );
           buf.floats.put( 0.0f );
           buf.floats.put( 0.0f );
           
           buf.floats.put( 0.0f );
           buf.floats.put( 0.0f );
           
           buf.floats.put( 16.0f );
           buf.floats.put( 0.0f );
           buf.floats.put( 0.0f );
           
           buf.floats.put( 1.0f );
           buf.floats.put( 0.0f );
           
           buf.floats.put( 16.0f );
           buf.floats.put( 16.0f );
           buf.floats.put( 0.0f );
           
           buf.floats.put( 1.0f );
           buf.floats.put( 1.0f );
           
           buf.floats.put( 0.0f );
           buf.floats.put( 16.0f );
           buf.floats.put( 0.0f );
           
           buf.floats.put( 0.0f );
           buf.floats.put( 1.0f );

           gl.vertexPointer( 3, GL.FLOAT, 20, buf.getAddress() );
           gl.texCoordPointer( 2, GL.FLOAT, 20, buf.getAddress() + 12 );
29  Discussions / Miscellaneous Topics / Re: The Gender Test on: 2003-06-04 09:38:30
93% man baby, anyone want a piece?
30  Java Game APIs & Engines / OpenGL Development / Re: vertex arrays on: 2003-06-04 09:08:58
Damnit, I missed that vertex array example on the nehe/lwjgl port site when I looked the previous 2 times. Kicking myself. I thought it was just odd how that wasn't on there so I was using a far more complicated piece of code to look at. (spgl SpriteRenderer)

I should be able to build on this slowly and see what acually breaks. Was a neat waste of 3-4 hours and a forum post though. Roll Eyes
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