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1  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL3 GLFW_CURSOR_NORMAL hiding the mouse? on: 2014-12-13 10:33:39
I'm not sure if I'm seeing things or not... but in fullscreen, the Gamma ramp seems to be messed up... I guess I could just set the gamma ramp at fullscreen but:
 - why is it messed up?
 - is there anyway to just simply fix it up instead of guessing the correct gamma ramp?

EDIT: just more info... it seems to start alright, but it changes to a brighter gamma ramp.... Im not even sure if it is gamma but from my knowledge it does seem like it...

I'm not seeing anything like that with GLFW, it does not change the gamma ramp unless you explicitly call glfwSetGammaRamp. This may be a driver issue or a bug in your code.
2  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL3 GLFW_CURSOR_NORMAL hiding the mouse? on: 2014-12-12 18:54:20
I was able to reproduce this. The fix is to restore GLFW_CURSOR to GLFW_CURSOR_NORMAL on the old window, before destroying it.
3  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3; how's it getting along? on: 2014-12-08 16:36:38
The LWJGL 3 wiki now has a tutorial section and the first tutorial is up: Ray tracing with OpenGL Compute Shaders (Part I), authored by Kai Burjack.
4  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3; how's it getting along? on: 2014-12-08 09:39:57
Would I benefit at all from moving to the new LWJGL?

Yes, LWJGL 3 does not force the use of new OpenGL features and works equally well on old hardware. The primary benefit would be moving from the old Display to GLFW.

Just a note about one line of code that is wrong in the Guide

Thanks, fixed.
5  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3; how's it getting along? on: 2014-12-07 17:55:37
Replace www with legacy, i.e. http://legacy.lwjgl.org/javadoc/index.html?org/lwjgl/input/Mouse.html
6  Game Development / Newbie & Debugging Questions / Re: LWJGL3 no GLFW package? on: 2014-12-07 12:23:22
You'll be able to use OpenGL ES on the desktop and on devices that can run a JVM (so iOS is excluded). Like with LWJGL 2, there won't be any binaries provided for ARM architectures, but we want to make it easy for users to build LWJGL 3 for their target environment, including ARM.
7  Game Development / Newbie & Debugging Questions / Re: LWJGL3 no GLFW package? on: 2014-12-07 12:07:15
The alpha will be released when GLFW 3.1 is ready (should be soon), the beta when OpenGL ES and missing OpenGL/CL extensions are added. The final 3.0 release should not be late after that.
8  Game Development / Newbie & Debugging Questions / Re: LWJGL3 no GLFW package? on: 2014-12-07 11:36:16
Generally, in software development, working with multiples of anything does not make things easier.

The point of LWJGL 3 is that it's up to you, assuming you follow the rules of the binding used (GLFW in this case). One window or multiple windows, one thread or many threads, it's your choice. If you think GLFW's design is not satisfying, feel free to suggest a better alternative or roll you own (LWJGL exposes OS-specific APIs, e.g. Xlib on Linux).
9  Game Development / Newbie & Debugging Questions / Re: LWJGL3 no GLFW package? on: 2014-12-06 09:52:46
Short answer:

1) Yes, it is possible to do multi-threaded rendering with multiple windows, as long as events are handled in the main thread. Here is a sample of doing exactly that with LWJGL 3, from the LWJGL tests module.

2) LWJGL 3 exposes everything in GLFW, including the native APIs.

3) The javadoc problem was probably related to the recent change of the GLFW package. It was moved from org.lwjgl.system.glfw to org.lwjgl.glfw. The javadoc and latest build should be in sync now.

Long answer:

As aldacron said, the main thread limitation exists because of GLFW's design, not LWJGL's. This is not an arbitrary design decision. The primary restriction is the design of OS X: you have no choice there but to do everything in the main thread. If for some reason you need more than one main event loop, the only workaround is to launch multiple processes that communicate via an IPC mechanism. Other OSes are more relaxed, but there are still some restrictions, e.g. on Windows the event loop must run on the same thread that created the window. These issues are all solved neatly by doing what GLFW does, run all window management and event handling functionality in the main thread.

This is not a unique design either, most other (cross-platform) GUI toolkits/frameworks work the same way. For example, we have the event dispatch thread (EDT) with AWT/Swing, which on OS X is forced to be the first thread in the process. This is also why AWT and GLFW are fundamentally incompatible on OS X; they both require that first thread to be the thread in which they run their respective event loops.
10  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL 3 - Frequent crashes on: 2014-12-03 17:46:31
I have found the bug btw, will push another build later tonight.
11  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL 3 - Frequent crashes on: 2014-12-03 17:45:46
For this particular example, either when you call glfwDestroyWindow or when you call glfwSetWindowPosCallback with another GLFWwindowposfun or NULL.
12  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL 3 - Frequent crashes on: 2014-12-03 17:29:13
Please read this post, especially the c) paragraph. You should have strong references to the callback instances and only release them when they are not going to be called anymore.

If you aren't doing that, you should be getting a ClosureError thrown, instead of a crash. I'm currently investigating why this isn't happening on certain configurations.
If you are indeed doing that, then I would like to see some code the reproduces the problem, if you don't mind.
13  Discussions / Miscellaneous Topics / Re: C#, did Microsoft just want to be different? on: 2014-11-27 13:27:19
I would rather just be able to specify something of the form (String, String) => int as the signature.

This is the approach taken by Kotlin, if you'd like to try that in a JVM language.

According to this presentation by Brian Goetz, they started exploring lambdas with functional types and later redesigned it to the current functional interface convention. The reasons are solid and the solution surprisingly suitable for the Java ecosystem. Oracle did a fantastic job with Java 8 imho and I'm nothing short of excited for what's coming next (projects Valhalla & Panama).

The slow but steady progress of Java the language is a good thing. There are also tons of options, so many different JVM languages, if we're just talking about language features. Most have perfect interop, you can just use whatever you need to use to be productive and can always fallback to Java when you have to. Exploring different languages and programming approaches is also a good thing.
14  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3; how's it getting along? on: 2014-11-25 12:05:10
Are you doing anything with AWT/Swing? Also, what JVM and OS X versions are you running it on?
15  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3; how's it getting along? on: 2014-11-25 11:58:52
It only occurs occasionally, not always, and I'm not sure of the reason. That is the first function I call in my engine, even before the game loop starts.

Does launching the JVM with
-XstartOnFirstThread
fix the crash?
16  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3; how's it getting along? on: 2014-11-24 23:03:58
If you need AWT/Swing interop, my advice would be to stick with LWJGL 2.

Technically, you could implement LWJGL 2's interop behavior using LWJGL 3's bindings to OS APIs, but that's such a low priority for 3 that it'll probably have to be a contribution from someone else.
17  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3; how's it getting along? on: 2014-11-24 11:40:13
This class was written in 2004 and the aligned versions were added in LWJGL 3. I agree about consistency, it's an important attribute for any library.
18  Game Development / Newbie & Debugging Questions / Re: [GLFW][LWJGL3] Toggle between fullscreen and windowed mode on: 2014-11-22 13:26:03
See this issue. Looks like it will be supported in GLFW 3.2.

In the meantime, you can use context sharing to save your GL objects during a mode switch. Something like:

1  
2  
3  
4  
long newWindow = glfwCreateWindow(w, h, title, glfwGetPrimaryMonitor(), window);
glfwDestroyWindow(window);
window = newWindow;
// setup new window (callbacks, make context current and init GL state, etc)

This way all your shaders, buffer objects and textures will survive the switch. The drawback is that you'll have to recreate the OpenGL state to what it was. This is usually not a problem because the switch will never happen mid-frame.
19  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3; how's it getting along? on: 2014-11-21 17:22:38
Could you post some details about your environment? Java version, OS/arch, GPU driver. Also, could you run it with
-Dorg.lwjgl.util.Debug=true
and see if there's anything interesting?
20  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3; how's it getting along? on: 2014-11-21 17:07:16
Hey SHC,

You're using an old build, try the latest nightly (#17) please.
21  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3; how's it getting along? on: 2014-11-19 10:34:15
Which just required ARBBufferObject.GL_WRITE_ONLY_ARB to be replaced with ARBVertexBufferObject.GL_WRITE_ONLY_ARB.

This is one of the few breaking changes/fixes in the LWJGL 3 bindings. ARBBufferObject, ARBProgram and NVProgram were all removed. The problem was that they were not "discoverable" (i.e. there is no ARB_buffer_object extension in OpenGL).

I also assumed everyone would be using the OpenGL 1.5 buffer object API by now (it was released in late 2003) and I don't know anyone using the other two.
22  Game Development / Networking & Multiplayer / Re: Three Solutions to UDP's Critical Packet Loss on: 2014-11-17 19:50:03
You could try Aeron. Presentation here.
23  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3; how's it getting along? on: 2014-11-14 19:28:03
I'd like to mention that the site is intentionally light on content, for a few reasons:

- We wanted something simple and professional looking, a simple introduction to the library. All the important stuff for developers are links to off-site content (Github repo + wiki, downloads, forum, blog, javadoc). The site will be mostly static, which means less work for maintainers.
- There is nothing special about LWJGL (by design!). If you want to learn how to use OpenGL with LWJGL, you just need to learn OpenGL. Simple as that. It is outside the scope of LWJGL to teach you OpenGL or GLFW or any other API. There are tons of resources available on the internet (some of which we link to).
- There is some technical information (e.g. implications of using GLFW on OS X) that deserves special mention and visibility on the site. But since details have not been finalized yet, they will be added at a later time.

The "get started" section is simple, it's easy to understand for a beginner but it doesn't go into details about how to setup the libraries in an IDE.

Again, this is outside the scope of LWJGL. Novice programmers are welcome to try LWJGL, but if a programmer needs help setting up the classpath in their IDE, they probably shouldn't be using LWJGL directly in the first place. libGDX/jMonkeyEngine/etc are better places to start with.

As it seems to require at least Java 1.7, how will you support Android?

It so happens that no Java 7 APIs are used in the core library, only in tests and the bindings generator. I guess this proves the point that we don't really need 7 for anything, dropping the languages features is only a minor inconvenience. I'm now considering lowering the minimum required Java version to 6.

Browsers, eh? "Write once, debug everywhere. Then watch in dismay as the browser vendors gradually break everything again slowly over a period of time."

We get the same deal with GPU drivers, mobile apps, SQL code, etc. We still live in the stone age of software development. Smiley
24  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3; how's it getting along? on: 2014-11-14 01:15:36
Do you have a short primer on the new things in 3 that aren't in 2?  Or a set or release notes?

Some of that info can be found on the LWJGL 3 wiki. Note that it hasn't been updated for a year (will do soon).

Biggest change compared to 2 is the windowing system. The Display class and all input APIs are gone and have been replaced by GLFW. So 3 supports everything that GLFW supports, which is a lot.

Note that LWJGL 3 is currently in pre-alpha and the site will be updated with additional information once we start getting close to the final release. A porting guide for LWJGL 2 users is planned, as well as a compatible API layer (if possible), to simplify the transition.
25  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3; how's it getting along? on: 2014-11-14 00:42:15
The new LWJGL site is now live.
26  Discussions / Miscellaneous Topics / Re: The C family, should I dig deeper? on: 2014-11-13 15:49:17
It will certainly be useful for OpenGL shaders and OpenCL kernels and possibly for better understanding the corresponding APIs. Note that C# is as high level as Java, but experience with C will be beneficial if you ever try a modern system language, like Go or Rust.
27  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3; how's it getting along? on: 2014-11-10 08:31:15
Is there a get-started tutorial somewhere?

You can find some demos in the LWJGL repo, here.
28  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3; how's it getting along? on: 2014-11-09 23:13:15
Online javadoc is up at javadoc.lwjgl.org
29  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3; how's it getting along? on: 2014-11-08 10:17:02
Yes, binary dependencies are downloaded automatically.
30  Java Game APIs & Engines / OpenGL Development / Re: LWJGL 3; how's it getting along? on: 2014-11-08 00:23:17
LWJGL 3 nightly builds are now available. Details here.

Permalink to latest build: build.lwjgl.org/nightly/lwjgl.zip
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