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1  Java Game APIs & Engines / Java 2D / Re: High-res, pure Java timer? on: 2003-12-12 05:38:21
it actually goes in the mycro second range.

counter() and frequency() return integers, if you divide both you still get an integer, so you cant get below 1 ms that way. but if you cast one to a floating point before the division you get much better resolution.
2  Game Development / Performance Tuning / Re: JRE Download Size on: 2003-11-28 05:56:04
"with webstart you can download and start every app with only one click"

general consensus that the target audiece isnt too tech-savy, so how promising would that sound for them?

webstart already does most of the game patching which many people cant do themself (and then return games)

now if you could only force the jws do upgrade the jre if you app needs it... (or even do hat in jars)  Shocked
you could probably get some good mouth to mouth propaga how easy it is to buy and start/run you games.

just a theory but the rather big succes of java games on cellphones has probably a similar reason: how difficult is it to get and run a java game on a cell phone!? not much harder that dialing a number really.
3  Java Game APIs & Engines / Xith3D Forums / Re: Added realistic physics engine for Xith3d (ODE on: 2003-11-24 13:23:21
Little idea to allow easy integration/usage of 3rd party modules in Xith3d:

Define a abstract class "ThirdPartyGroup" or something (in the xith api); the physics engine then provides an implementation of this class, which you could e.g. plug in the scenegraph on top of the model you want to control/collide/whatever.

this way xith would be clean of any 3rd party stuff and intrgeration should be pretty easy.

this could be used for other stuff like sound/music systems or particle emitters. (or even (ab)used for gamelogic?)
4  Game Development / Performance Tuning / Re: Incremental Garbage Collection on: 2003-10-30 17:32:20
oh sweet. is there something similar for jars on the horizon?

or a rfe for gc tuning with jars?
5  Game Development / Performance Tuning / Re: Incremental Garbage Collection on: 2003-10-30 13:37:15
Hmmm platfrom independant, but to set some of the most important parameters for performance you need shell scripts or batch files or whatever? Cry

Well now that we get a timer that deserves his name, i got 3 free bug votes   Cheesy

Or were there any official statements how that stuff should work, or what you are supposed to do to select gc-type for the end-user?
6  Game Development / Performance Tuning / Re: Official precise timer in 1.5 on: 2003-10-30 05:47:46
last i heard was beta coming out early 2004 and release mid 2004.


*sigh* finally a timer and you don't even have to distribute a dll. Smiley
7  Java Game APIs & Engines / Java 2D / Re: Vector graphics as sprites? on: 2003-10-26 10:06:08
heres a page with a list of java libraries for image format conversion and stuff; has a section for  vector based formats:

http://www.geocities.com/marcoschmidt.geo/java-image-coding.html

just glimpsed over it but i think it should be possible to use the "batik rastrizer" component to convert svg to an Image, after all it can convert svg to raster formats.

you could also look at the "black dirt" page, they have a swing component that can display svg.
8  Game Development / Performance Tuning / Re: OutOfMemoryExceptions - Gotta free memory! on: 2003-10-15 10:27:34
afaik garbage collection is done before an outofmemory exception is thrown (and when it feels like dooing so).

if changing heap size doesnt help you might have some references to unneeded pictures lying around somwhere, and so preventing their collection.
9  Discussions / Miscellaneous Topics / poem on: 2003-10-13 10:31:15
oh well:  Grin

Tiger, Tiger Burning Bright
Like a geek who works all night
What new-fangled bit or byte
Could ease the hacker's weary plight?

To the most despised cast
We'll bid a fond farewell at last
With generics' burning spear
The need for cast will disappear

While Iterators have their uses
They sometimes strangle us like nooses
With enhanced-for's deadly ray
Iterator's kept at bay

When from collections ints are drawn
Wrapper classes make us mourn
When Tiger comes, we'll shed no tears
We'll autobox them in the ears

The int-enum will soon be gone
like a foe we've known too long
With typesafe-enum's mighty power
Our foe will bother us no more

And from the constant interface
we shall inherit no disgrace
With static import at our side,
our joy will be unqualified

And as for noble metadata
I'll have to sing its praises later
Its uses are so numerous
To give their due, I'd miss the bus

by Joshua Bloch
found here: www.javacamp.org/scjp/whatsnew15.html (along with some info on new 1.5 features)
10  Discussions / General Discussions / Re: Command line vs. config file on: 2003-10-13 10:23:05
the value of "pure java" for games  is mysterious... Grin

i'd certainly go with wrapper files:
its what the user expects; one file to click to start the game, another one to start editor/server/whatever.
you could also easily have all kind of params for debugging and testing.
11  Java Game APIs & Engines / Java 2D / Re: FullScreen sporadic crashes - Alternatives? on: 2003-10-09 12:25:06
1.) for games i like this loading method:

static BufferedImage javax.imageio.read(URL input)

it blocks till the image has finished loading. so just call it and once it returns you have a ready-to-use buffered image; no hassle with mediatracker.

2.) most of the time it should be a good idea to use automatic images (aka managed images) for the actual rendering. they are the ones you get from getComptibleImage() (copy the buffered image from step 1 into it)

afaik they use the "best available image type possible" so usually volatile image. the idea is that they do all the managing behind the scenes, so you dont have to check for contentslost() and stuff like that as you would have to with volatile images.

afaik it keeps a copy of the image in vram and one in ram
so it can copy it back in case of contentslost()

3.) im not really an expert here so somebody else has to
elaborate the details on this Smiley :

if you do a lot of transforms and/or translucency, buffered image could be better because these operations arent hardware accelerated and therefore dome in ram which would mean a lot of copying between ram and vram or somthing like that.  Huh
12  Game Development / Performance Tuning / Re: Char array over String? on: 2003-10-04 17:37:22
from StringBuffer Api:


String buffers are used by the compiler to implement the binary string concatenation operator +. For example, the code:


    x = "a" + 4 + "c"


is compiled to the equivalent of:


    x = new StringBuffer().append("a").append(4).append("c")
                          .toString()


--------------------------------------------------

should be woth a try to use stringbuffers for everything internally and only use toString() if you have to output stuff, but im no stringing expert  Cheesy

edit: you didn't really tell us what you want to do with your strings; above should be true is you do a lot of appends.
13  Java Game APIs & Engines / JOGL Development / Re: Building: compilers on: 2003-06-27 19:47:02
i tryed using the cygwin gcc compiler already by changing the call of "cl" to "gcc" in te makefile but that didn't quite work out. Smiley different parameters....

could you please publish a makefile wich uses gcc or give me some hints how to replace cl by gcc?
14  Java Game APIs & Engines / JOGL Development / Re: Building: compilers on: 2003-06-27 13:46:07
i know that one but thanks anyway  Smiley
there's also a jogl build build in the filesharing section of the jogl project now.

but both builds dont work with the new jogl demos, because the demos depend on the utils package that was very recently moved inside the jogl package. (so both builds dont have it)
15  Java Game APIs & Engines / JOGL Development / Building: compilers on: 2003-06-27 03:46:04
well the "official" makefile requires either vc6 or 7 and i dont have both of them, and don't plan on buying  Tongue

is there a way to do one of
-download a vc6 or 7 compiler
-build with another (free) compiler
-somthing even smarter

sorry but i  know not much about vc++ exactly  Roll Eyes
16  Discussions / Miscellaneous Topics / Re: Message board source code... on: 2003-06-27 03:35:06
http://www.invisionboard.com/

pretty good software and easy to set up
17  Java Game APIs & Engines / JOGL Development / Re: High resolution Timers on: 2003-06-24 19:46:50
imho a serious programming language should have serious timing tools.

you know... i keep hearing: "java for games? lol that has only 50ms timing resolution!"

come on sun guys. give yourself a little push and roll out a neat little timer for us. please?  Kiss
18  Java Game APIs & Engines / Java 2D / Re: Converting 3D Models to Sprites on: 2003-06-24 19:41:26
interesting project. will help the graphically chalenged Roll Eyes

would be cool if you could include a cell-shading option for anime style sprites.
19  Discussions / Community & Volunteer Projects / Re: 1,000,000 Games - A Trade Secret on: 2003-06-20 10:52:35
ok ok ok! i volunteer!!
i take the 1.000.000 games!  Shocked
20  Discussions / Miscellaneous Topics / Re: "Point-And-Click" programming on: 2003-06-20 03:55:31
bump  Grin

any updates on this? anyone seen this on javaOne? perhaps its even released already and i don't know?
21  Discussions / General Discussions / Re: New Category with Api forums? on: 2003-06-18 14:44:23
Yeah a good wiki with list of all engines and for each a list with features and links to proper forums woul do the trick too probably
22  Discussions / Community & Volunteer Projects / Re: 1,000,000 Games - A Trade Secret on: 2003-06-17 13:55:14
a service that will find work for you  Roll Eyes

volunteer work.....
23  Discussions / General Discussions / Re: Open Source is coming ... on: 2003-06-17 11:12:07
good ideas for java3d

imho they should refactor java3d to work on top of JOGL. if they do it nice and modular you could only pick parts you need or replace parts you don't like.

that would be a huge step to overcome the prohibitive java3d download for the end user because this modularity would make it easy to distribute exactly the needed parts together with jogl (and game).

furthermore this would allow the opensource community to replace parts that aren't so well fit for gaming.
24  Discussions / General Discussions / New Category with Api forums? on: 2003-06-17 10:58:20
i think it would be nice to have a new category with forums for all the major APIs we got: JOGL, JOAL, JInput, LWJGL and Java3D (to keep API questions seperated from general programming).

and perhaps one forum in this category for all the game engines like GAGE or Planetation. (if phpBB allows this there could be sub-forums for each major engine)

Hope many new engines will emerge now that java officially commited to gaming. would be cool to have some concentrated knowledge to compare etc.
25  Discussions / General Discussions / Re: Forums are back in play! on: 2003-06-17 10:48:27
well done Smiley hehe
those java.net forums were.. well...
26  Games Center / Archived Projects / Re: Reality Interactive's Technology Preview on: 2003-06-09 09:24:22
hehe innocent post. Tongue

in reality this is quake for java  Cheesy

click software and download it (you need the quake pak-file too, which you can get there too)

its a (not playable) quake demo based on LWJGL...

so much for the doability of fps in java  Cool
27  Discussions / Miscellaneous Topics / Re: Recompiling Java on: 2003-06-02 14:22:00
gcj is a branch of gcc and can actually compile java source or byte-code to native and is free.
only problem is that it doesnt support AWT+Swing yet but once it does....

SWT (standard widget toolkit) is a api which is a bit like awt and allows you to do windowed stuff. its a bit closer to the system then awt. its made by the eclipse people (www.eclipse.org).

you can compile the swt-jars with gcj and and use it to make fully native windowed apps. (there should be a tutorial for this somwhere on the gcj site)
28  Game Development / Performance Tuning / Re: High Resolution Timer in Java 1.4.2 on: 2003-05-17 12:14:14
Hi

first message on this board Smiley glad i can post something usefull:

Here's my Timing class (note the cast):

//------------------------------------------------------
import sun.misc.Perf;

public class PerfTimer {
     Perf hiResTimer;
     long freq;
     
     public PerfTimer() {
           hiResTimer = Perf.getPerf();
           freq = hiResTimer.highResFrequency();
     }
     
     public double getTime() {
           return (double)hiResTimer.highResCounter() * 1000 / (double)freq;
     }
}

//------------------------------------------------------


This is the Testing class:

//------------------------------------------------------
public class Test {
     public static void main(String[] args) {
           PerfTimer t = new PerfTimer();
           double start, end, delta, sumOfDeltas, averagedelta;
           int resTestIterations = 1000;
           
           System.out.println("Test1: measure a system-timed intervall");
           start = t.getTime();
           long sysstart = System.currentTimeMillis();
           long sysend;
           do { sysend = System.currentTimeMillis(); }
           while ( sysend < sysstart + 1000);
           end = t.getTime();
           long sysdelta = sysend-sysstart;
           delta = end-start;
           
           System.out.println("systimer-delta: "+sysdelta);
           System.out.println("perftimer-delta: "+delta);
           
           System.out.println("\nTest2: resolution");
           sumOfDeltas = 0;
           for (int i=0;i<resTestIterations;i++) {
                 start = t.getTime();
                 while (start == t.getTime());
                 end = t.getTime();
                 delta = end-start;
                 sumOfDeltas += delta;
           }
           averagedelta = sumOfDeltas/resTestIterations;
           System.out.println("resolution: "+ delta);
           System.out.println("average resolution:"+ averagedelta);
           
           
           System.out.println("\nTest3: measure a perf-timed intervall with sys-timer");
           sysstart = System.currentTimeMillis();
           start = t.getTime();
           do end = t.getTime();
           while (end <start+1000);
           sysend = System.currentTimeMillis();
           delta = end-start;
           sysdelta = sysend-sysstart;
           System.out.println("Perf-delta:"+delta);
           System.out.println("system-Time-delta:"+sysdelta);
     }
}
//------------------------------------------------------


its quite long but i couldn't believe the results first Smiley

this is an example output (using Win98se)

Test1: measure a system-timed intervall
systimer-delta: 1040
perftimer-delta: 1002.6182135134682

Test2: resolution
resolution: 0.011733351212569687
average resolution:0.013178229604925037

Test3: measure a perf-timed intervall with sys-timer
Perf-delta:1000.3126100001673
system-Time-delta:980

so this timer actually seems to have ~12E-6 second resolution (is that 12 nanos in english or 12mycro?)

the differences between perf and sys timing are always inside the 50ms-accuracy of the system-timer.

the average resolution goes up and down a bit betweend differnt tests but usually just around 0.002 millis.

lets hope sun has a heart for gamers and leaves this timer!
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