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1  Game Development / Networking & Multiplayer / Re: Problem with object modifications not sending over network on: 2013-01-20 17:15:22

okay as I was writing this message I found the error. My objectoutputstream thread for writing had 2 class files because I moved it at some point. I made the modification to reset the stream to the wrong file! Darn
2  Game Development / Networking & Multiplayer / Problem with object modifications not sending over network on: 2013-01-20 00:11:04
The variables are not the same for some reason.

Here is where I receive the object:
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         if(omsg instanceof ServerPlayerStateMessage){
            ServerPlayerStateMessage msg = (ServerPlayerStateMessage) omsg;
            for(int i=0; i<msg.players.length; i++){
               PlayerModel newModel = msg.players[i];

               PlayerModel oldModel = playerManager.getByID(newModel.clientID);
               
               
               if(oldModel != null){
                  oldModel.setTilePos(newModel.tileX,newModel.tileY);
               }

            }
         }


Here is where I send:
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            if(msg instanceof ClientMoveMessage){
               System.out.println("Client move msg");
               
               ClientMoveMessage msg2 = (ClientMoveMessage) msg;
               
               cThread1.getPlayerModel().setTilePos(msg2.tileX, msg2.tileY);
            }

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   public void sendPlayerStates(){
      ArrayList<PlayerModel> playerModels = new ArrayList<PlayerModel>();
     
      for(int i=0; i<cThreads.size(); i++){
         ClientThread t = cThreads.get(i);
         playerModels.add(t.getPlayerModel());
      }
     
         
      ServerPlayerStateMessage msg = new ServerPlayerStateMessage();
     
      msg.players = new PlayerModel[playerModels.size()];
     
      msg.players = playerModels.toArray(msg.players);
     
      broadcast(msg);
         
   }


Here is the actual objectoutputstream writing:

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   public void sendAll() {
      if(socket.isConnected()){
         Object msg = null;
         while((msg = outQueue.poll()) != null){
            try {
               out.writeUnshared(msg);
               out.flush();
               out.reset();
            } catch (IOException e) {
               // TODO Auto-generated catch block
              e.printStackTrace();
            }
         }
      }
   }


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public class ServerPlayerStateMessage implements Serializable {
   
   public PlayerModel[] players;
}


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public class PlayerModel implements Serializable {
   
   //Owner of this player model
  public int clientID;
   public int tileX;
   public int tileY;
   
   public void setTilePos(int tileX, int tileY){
      this.tileX = tileX;
      this.tileY = tileY;
   }
   
}
3  Game Development / Newbie & Debugging Questions / [solved]LuaJava on: 2008-05-16 09:20:42
I want to use LuaJava to script things like events and triggers etc.

Im confused on how integration works.

Here is what I tried:

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import org.keplerproject.luajava.LuaState;
import org.keplerproject.luajava.LuaStateFactory;

public class Main
{
  public static void main(String[] args)
  {
    LuaState l = LuaStateFactory.newLuaState();
    l.openLibs();
   
    NPCManager npcMan = new NPCManager();
   
    l.LdoFile("hello.lua");
   
    l.pushJavaObject(npcMan);
   
    System.out.println("Hello World from Java!");
  }
}


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public class NPCManager {
   public void createNPC(String name){
      System.out.println(name);
   }
}


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print("Hello world from LUA")
local npcMan


npcMan:createNPC("Brad")
4  Game Development / Performance Tuning / Seamless Terrain on: 2007-02-28 23:04:42
Anyone want to comment on seamless terrain. Different then infinite terrain, but the way I was planning on doing it was to have a 3x3 grid around the player of terrains, and whenever he passes over one it'll unload the farthest ones and load in the height map and initilize everything for the new terrain... are there better  ways?
5  Games Center / Archived Projects / Re: 2D Physics System on: 2006-08-05 12:26:28
will it ever be able to handle fluids?
6  Games Center / Featured Games / Re: Wurm Online on: 2005-08-07 12:31:32
Really cool game man, i especially like the GUI
7  Game Development / Newbie & Debugging Questions / Re: Wondering effeciency of my code. on: 2005-07-19 04:35:00
Yeah I took a look at JProfiler, I didn't really understand any of the data it gave me though Undecided
8  Game Development / Newbie & Debugging Questions / Re: Wondering effeciency of my code. on: 2005-07-18 19:52:29
Oh the Client I am still working on.

Thanks for the comments guys!

Im thinking about removing the Game class, as it serves no real purpose and instead using the vanMain class as the main class,

would look something like:

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public class vanMain, extends Frame
{
       public static void main(String args[])
       {
              vanMain vm = new vanMain();
       }
       vanMain()
       {
              //init stuff goes here
             while(gameOn)
              {
                    this.repaint();
              }


       }
}
9  Game Development / Newbie & Debugging Questions / Wondering effeciency of my code. on: 2005-07-18 10:27:06
Okay so I'm new to alot of techniques in Java, such as OOP. My code is messy, execution of things are a bit wierd. Im wondering what way I could better organize my code so that it is easier to read and runs more effecient!

Please any tips are welcome!
(Paste is of my 2D tile engine)

Sorry if there is a bit much. Just want to make sure I am on the right track, and not doing any bad habits..

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import java.net.*;
import java.io.*;
import java.util.*;
import java.lang.*;  
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;

public class vanMain
{
   public static Game myGame;
   public static void main(String args[])
   {
      myGame = new Game();
      myGame.setSize(640,480);
      myGame.setVisible(true);
      myGame.setResizable(false);
      myGame.setTitle("Vandrel Online");
      myGame.mainGame();  
   }
}
class Game extends Frame implements KeyListener
{
   public Image dbImage = null;
   public Graphics dbg = null;
   
   ArrayList clientList = new ArrayList();
   
   Image[] tiles = new Image[80];
   
   TileManager tileMan = new TileManager();
   Layer map01;
   Layer map02;
   Layer map03;
   Layer map04;
   Player myPlayer = new Player();
   boolean gameOn=true;
   
   long startTime = 0;
   float currentTime=0;
   float speedFactor=0;
   float deltaTime=0;
   float lastTime=0;
   
   public void mainGame()
   {
      startTime=System.currentTimeMillis();
     
      this.addKeyListener(this);
      myPlayer.loadPlayerData();
//      this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

      loadMap("nicehouse.MAP");
      while(gameOn)
      {
         //try{
        //Thread.sleep(5);
        //}catch(Exception e){}
        myPlayer.movePlayer();
         this.repaint();  
      }
   }
   public void addMapOffset(int x, int y)
   {
      map01.offsetX+=x;
      map02.offsetX+=x;
      map03.offsetX+=x;
      map04.offsetX+=x;
     
      map01.offsetY+=y;
      map02.offsetY+=y;
      map03.offsetY+=y;
      map04.offsetY+=y;
   }
   public void subMapOffset(int x, int y)
   {
      map01.offsetX-=x;
      map02.offsetX-=x;
      map03.offsetX-=x;
      map04.offsetX-=x;
     
      map01.offsetY-=y;
      map02.offsetY-=y;
      map03.offsetY-=y;
      map04.offsetY-=y;
   }
   
   public void addNewPlayer(String name,int x,int y)
   {
      Client singleClient = new Client(name,x,y);
      clientList.add(singleClient);
   }
   public void update (Graphics Screen)
   {
      if (dbImage == null)
      {
         dbImage = createImage (this.getSize().width, this.getSize().height);
         dbg = dbImage.getGraphics ();
      }
      dbg.setColor (getBackground ());
      dbg.fillRect (0, 0, this.getSize().width, this.getSize().height);
      dbg.setColor (getForeground());
      paint (dbg);
      Screen.drawImage (dbImage, 0, 0, this);
   }
   public void paint(Graphics g)
   {
     
      g.setClip(0,0,640,480);
      g.setColor(Color.black);
      g.fillRect(0,0,640,480);
     
      map01.drawLayer(g);
      map02.drawLayer(g);
      myPlayer.drawPlayer(g);
      map03.drawLayer(g);
      if(map04.grid[myPlayer.corX][myPlayer.corY]==0)
         map04.drawLayer(g);
   }
   
   
   public void loadMap(String mapName)
   {
         try
         {
         BufferedReader Input = new BufferedReader(new FileReader(mapName));
         int newSize = Integer.parseInt(Input.readLine());
         map01 = new Layer(newSize,newSize,0);
         map02 = new Layer(newSize,newSize,0);
         map03 = new Layer(newSize,newSize,0);
         map04 = new Layer(newSize,newSize,0);
         for(int x = 0;x<=newSize-1;x++)
         for(int y = 0;y<=newSize-1;y++)
         {
            map01.grid[x][y]=Integer.parseInt(Input.readLine());
            map02.grid[x][y]=Integer.parseInt(Input.readLine());
            map03.grid[x][y]=Integer.parseInt(Input.readLine());
            map04.grid[x][y]=Integer.parseInt(Input.readLine());
            map01.isWall[x][y]=Integer.parseInt(Input.readLine());
         }
         Input.close();
      }catch(IOException e){}
     
   }
   
   public void keyTyped(KeyEvent e){}
   public void keyReleased(KeyEvent e)
   {
      //myPlayer.playerDir=0;
     //System.out.println("wee");
  }
   public void keyPressed(KeyEvent e)
   {
      if (e.getKeyCode() == KeyEvent.VK_LEFT)
      {
         if(myPlayer.playerDir==0)
            myPlayer.playerDir=1;
      }
      if (e.getKeyCode() == KeyEvent.VK_RIGHT)
      {
         if(myPlayer.playerDir==0)
            myPlayer.playerDir=2;
      }
      if (e.getKeyCode() == KeyEvent.VK_DOWN)
      {
         if(myPlayer.playerDir==0)
            myPlayer.playerDir=3;
      }  
      if (e.getKeyCode() == KeyEvent.VK_UP)
      {
         if(myPlayer.playerDir==0)
            myPlayer.playerDir=4;
      }
   }
}

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import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import java.io.*;
class Layer
{
   int[][] grid;
   int[][] isWall;
   int x,y,n;
   int offsetX;
   int offsetY;
   public Layer(int x, int y, int n)
   {
      this.n = n;
      Toolkit toolkit = Toolkit.getDefaultToolkit();
      this.x=x-1;
      this.y=y-1;
      grid = new int[x][y];
      isWall = new int[x][y];
     
   }
   public void drawLayer(Graphics g)
   {
      for(int x = 0;x<=this.x;x++)
      {
         for(int y = 0;y<=this.y;y++)
         {
            //System.out.println("drawing tile!");
           //switch(grid[x][y].tile_id)
           //{
              int tileNum=grid[x][y];
               if(tileNum!=0)
                  g.drawImage(vanMain.myGame.tileMan.tileImg[tileNum],offsetX+(x*20),offsetY+(y*20),null);
            //}
        }
      }
   }
}
class TileManager
{
   BufferedReader Input=null;

   Image[] tileImg = new Image[200];
   String[] tileList = new String[100];
   int numTiles;
   public TileManager()
   {
      Toolkit toolkit = Toolkit.getDefaultToolkit();
      String inVal="";
      int lcv=1;
      try
      {
         Input = new BufferedReader(new FileReader("tiles.lis"));
         while((inVal=Input.readLine()) != null)
         {
            tileList[lcv]=inVal;
            tileImg[lcv]= toolkit.getImage(inVal);
            System.out.println(inVal);
            lcv++;
         }
         numTiles=lcv;
   
      }catch(IOException e){}
   }
   
}

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import java.util.*;
import javax.swing.*;
import java.io.*;
import java.lang.*;  
import java.awt.*;
class Player
{
   int speedX=0;
   int speedY=0;
   int x=0;
   int y=0;
   int corX=0;
   int corY=0;
   int playerDir=0;
   float moveAmnt=0;
   Image[] playerImg = new Image[4];
   public Player()
   {
   }
   public void movePlayer()
   {
      if(System.currentTimeMillis()-vanMain.myGame.startTime>=0)
      {
         //System.out.println("poo");
        int moveSpeed=2;
         //System.out.println(moveSpeed);
        if(playerDir==0 || moveAmnt==0)
         {
            corX=-1*(vanMain.myGame.map01.offsetX-320)/20;
            corY=(-1*(vanMain.myGame.map01.offsetY-240)/20)+1;
         }
         if(playerDir==1 && (vanMain.myGame.map01.isWall[corX-1][corY]==0))  
         {
            if(moveAmnt<=10)
            {
               vanMain.myGame.addMapOffset(moveSpeed, 0);
               moveAmnt++;
            }
            if(moveAmnt>=10)
               moveAmnt=0;
               
         }
         if(playerDir==2 && (vanMain.myGame.map01.isWall[corX+1][corY]==0))  
         {
            if(moveAmnt<=10)
            {
               vanMain.myGame.subMapOffset(moveSpeed, 0);
               moveAmnt++;
            }
            if(moveAmnt>=10)
               moveAmnt=0;
         }
         if(playerDir==3 && (vanMain.myGame.map01.isWall[corX][corY+1]==0))  
         {
            if(moveAmnt<=10)
            {
               vanMain.myGame.subMapOffset(0,moveSpeed);
               moveAmnt++;
            }
            if(moveAmnt>=10)
               moveAmnt=0;
         }
         if(playerDir==4 && (vanMain.myGame.map01.isWall[corX][corY-1]==0))  
         {
            if(moveAmnt<=10)
            {
               vanMain.myGame.addMapOffset(0,moveSpeed);
               moveAmnt++;
            }
            if(moveAmnt>=10)
               moveAmnt=0;
         }
         if(moveAmnt==0)
            playerDir=0;
         vanMain.myGame.startTime=System.currentTimeMillis();
      }
     
     
         


         //vanMain.myGame.map01.offsetY+=y;vanMain.myGame.map02.offsetY+=y;
        //vanMain.myGame.map03.offsetY+=y;vanMain.myGame.map04.offsetY+=y;
     //}
  }
   public int checkCollision()
   {
      int returnVar=0;
      int mapSize = vanMain.myGame.map01.x;
      Layer tempLayer = vanMain.myGame.map01;
      for(int x = 0;x<=mapSize;x++)
      {
      for(int y = 0;y<=mapSize;y++)
      {
         // check right side
           int tileLeft = x*20 - tempLayer.offsetX;
           
            System.out.println("Tiles left side: "+tileLeft+ "Players leftside: "+x);
            if((tempLayer.isWall[x][y]==1) && ((this.x+10+tempLayer.offsetX)>=tileLeft))
            {
               returnVar=1;
               break;
            }
         }
      }
      return returnVar;
   }
   public void loadPlayerData()
   {
      Toolkit toolkit = Toolkit.getDefaultToolkit();
      playerImg[0]= toolkit.getImage("player1.png");
      //playerImg[1]= toolkit.getImage("player2.png");
     //playerImg[2]= toolkit.getImage("player3.png");
     //playerImg[3]= toolkit.getImage("player4.png");
  }
   public void drawPlayer(Graphics g)
   {
      g.drawImage(this.playerImg[0],(vanMain.myGame.getWidth()/2),6+vanMain.myGame.getHeight()/2,null);
   }
}
class Client
{
   int x,y;
   public Client(String name, int x, int y)
   {
      this.x=x;
      this.y=y;
   }
}
10  Java Game APIs & Engines / JOGL Development / Re: Common Problem installing JOGL on: 2005-06-06 21:45:36
Thank you everyone for your time!
What arkdm posted seemed to work!!

I don't know why mine was broke this was, I am on a fresh windows install.


But again thanks guys!
11  Java Game APIs & Engines / JOGL Development / Re: Common Problem installing JOGL on: 2005-06-06 08:48:47
Sorry to be a bother, I did what you said straightforward and it still gives same error
12  Java Game APIs & Engines / JOGL Development / Re: Common Problem installing JOGL on: 2005-06-06 06:18:07
Yeah im not at all advanced in stuff like that, I have no idea where the command line is.
13  Java Game APIs & Engines / JOGL Development / Common Problem installing JOGL on: 2005-06-06 00:31:48
Hello Fellow Java Users.
I am trying to get into JOGL so I can create demos and basically play around with it. I am having a issue installing JOGL and running it.

My Setup: Windows XP, JCreator LE 2.5.0 , Java SDK 1.5

I can't seem to get the HelloWorld example to run.
In Jcreator it will compile fine, but when I try to run it from the IDE it doesn't work.

I put the jogl.jar in: D:\Program Files\Java\jdk1.5.0_03\jre\lib\ext

I also put the dll in:D:\Program Files\Java\jdk1.5.0_03\jre\bin

I also added the jar file to the library tab in the project settings inside Jcreator


The error message I get is:
1  
2  
3  
4  
5  
6  
7  
8  
9  
Exception in thread "main" java.lang.UnsatisfiedLinkError: D:\Program Files\Java
\jdk1.5.0_03\jre\bin\jogl.dll: Can't find dependent libraries
        at java.lang.ClassLoader$NativeLibrary.load(Native Method)
        at java.lang.ClassLoader.loadLibrary0(ClassLoader.java:1751)
        at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1668)
        at java.lang.Runtime.loadLibrary0(Runtime.java:822)
        at java.lang.System.loadLibrary(System.java:992)
        at HelloWorld.main(HelloWorld.java:7)
Press any key to continue...


Thanks in advance.
14  Java Game APIs & Engines / Xith3D Forums / MIRC on: 2004-12-12 01:51:30
is there a xith3d mirc channel? Im just wondering because it'd be cool to meet everyone and see their projects etc. if not we could start one up.
15  Java Game APIs & Engines / Xith3D Forums / Re: alot of custom APIS broke :-( on: 2004-12-10 21:31:59
thank you kind sir.
16  Java Game APIs & Engines / Xith3D Forums / Re: alot of custom APIS broke :-( on: 2004-12-10 21:06:40
im running the runcube.bat in the demo directory

UPDATE: i had it in third-party/jogl-win32 so i changed it to third-party/jogl/jogl-win32 and the cube test worked when i ran the .bat Cheesy
17  Java Game APIs & Engines / Xith3D Forums / Re: alot of custom APIS broke :-( on: 2004-12-10 20:57:00
to get lwjgl working on my comp i would have to put all the lwjgl files in with the class file on execution .. is a similar thing possible with xith?

UPDATE: made some progress, i put the vecmath jar in xith/third-party/vecmath

and it got rid of the tuple3f error but now a new one popped up: NoClassDefError: net/java/games/jogl/GLEventListener
18  Java Game APIs & Engines / Xith3D Forums / Re: alot of custom APIS broke :-( on: 2004-12-10 01:54:03
can you give a example of what it would look like to add the files into a bat?

also for lwjgl, i could get things to compile in JCreator, with the library added to custom but they wouldn't execute unless i had all the lwjgl files in the same directory as the class and .java file. i wonder if the same will work for this?
19  Java Game APIs & Engines / Xith3D Forums / Re: alot of custom APIS broke :-( on: 2004-12-09 23:18:55
http://lockandload.8m.com/GemCannon04.jpg

I think I have that basics down, do you ?..

Now, because im unfortunate enough to not have my Xith3d working right off the bat, doesn't give you merit to come in here and flame me. Ive reinstalled the java SDK, xith serveral times and followed the tutorial line for line.
20  Java Game APIs & Engines / Xith3D Forums / Re: alot of custom APIS broke :-( on: 2004-12-09 21:27:59
well i followed ur install tutorial EXACTLY and it doesn't work Undecided and im not good with command line compiling ..
21  Java Game APIs & Engines / Xith3D Forums / Re: alot of custom APIS broke :-( on: 2004-12-09 20:43:27
is there any chance you can give me a working link to props.java ? the program that finds your paths for you

and i never ment they're broke as in bad code; just ment that for some reason they didnt work on my computer..

update: i noticed i still had JRE 1.4.2 installed and uninstalled that but still nothing :-( i went in and changed JAVA_HOME to the java5 directory but still nothing ..
22  Java Game APIs & Engines / Xith3D Forums / Re: alot of custom APIS broke :-( on: 2004-12-09 17:59:19
C:\Program Files\Java\jdk1.5.0\jre\lib\ext

exact place it is in :O
23  Java Game APIs & Engines / Xith3D Forums / Re: alot of custom APIS broke :-( on: 2004-12-09 06:16:24
i discovered i had java1.4.2 and java5 installed at the same time, so idelete both and now i have a fresh install of java5 .. i followed the instructions on the siteb ut still the same error Undecided
24  Java Game APIs & Engines / Xith3D Forums / alot of custom APIS broke :-( on: 2004-12-09 02:49:03
i had trouble with lwjgl and now Xith3D doesn't seem to work :-( i get a noClassdeferror for javax/vecmath/toulpes3f or something

any help appreciated, i followed the instructions pretty straight forward.. if you can help me, contant me on aim  ( Kenshin5X ) to speed things up
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