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1  Discussions / General Discussions / Re: anyone tried an oculus rift? on: 2013-04-14 14:18:22
Yes! Overall it is amazing. Light, tracks well, good frame-rates, I don't notice any tearing. It is very well made. The unfortunate part is that the games I've played don't really seem well made for it. TF2 for example just feels clunky(or maybe it's just 3000 hours of mouse and keyboard talking). I hear the consumer version will have a 1080p screen so I don't know if you should by one now. The screen is good, but 1080p would be a lot better.
2  Discussions / General Discussions / Re: Question about bundling custom OpenJDK on: 2013-03-27 00:56:55

Will you be adding the Mac and Linux examples for packaging the jre with an app soon? Also you link to launch4j for windows, is there any similar program for Mac and Linux?
3  Discussions / General Discussions / Re: JDK: upcoming features on: 2013-03-20 12:10:07
- Better 3D rendering performance. I've heard Java OpenGL bindings are limited.
- Better community. The Java game dev community is pretty quiet. I'd like to see more activity.
3D rendering in Java is as fast as it can ever get.

As for community... this is it. It is what we make of it!

Cas Smiley

I actually have zero experience with Java 3D work. I really should have qualified that. There are Java 3D engines (jME, etc) but why don't we see anything that really competes with Unreal or Unity?

The community is almost non-existent weak. Cas, you are one of very few Java game devs. Even successful devs like Notch have jumped ship to normal C++ tools. This is a relatively fringe and disorganized group. Java games would need some larger sponsors to take off.

Cas, you should know: what else is limiting the success of JVM tools in game development?



I've worked with both Unity and jME. As for power Unity in many cases has jME beat, but not by much. I'm quite impressed by how well jME preforms compared to c++ based engines. As for making a game with the engine, I prefer jME every time. With jME you have much more controlled over the internals of the engine. With Unity, the developers seemed to do is choose the generally best algorithm, and lose any versatility for finding the specifically best algorithm.

This community is no where near quiet. It's not a five posts per second community, but I like how much this community contributes. I don't think sponsors are the solution. Look at mine craft, 0 sponsors and it took off like any AAA game while it was still in beta.

As for Notch's tools, I think they are all in Java. He just converts his launchers into os specific executables so more people understand how to launch his game.
4  Discussions / General Discussions / Re: Hello, and question about other jvm languages on: 2013-03-20 03:41:17
Well... It'd surely possible, but that's probably not the intention of Scala as a language. It's hard to use Scala, because you'd need to write method names like "Int.$less(otherInt)"...

I really wish Scala code was translated to something a little more readable so calling from Java wouldn't be such a pain.

Scala is a much more elegant language than Java (or C# or C++). I generally use it whenever I have the choice. One exception is if I had to do a simple Android project, I'd probably stick with basic Java due to tool/runtime issues.

I love Scala because I love Java. Ive always liked Java syntax(compared to c based languages) and Scala syntax feels like Java, but shorter.

I would have to agree on the Android thing. Scala creates too many short lived objects for Android to handle.
5  Discussions / General Discussions / Re: Hello, and question about other jvm languages on: 2013-03-17 02:53:44
One thing for sure when you post something non-Java like Scala, it won't hit all users. Some members have exp with Scala though.

I realized that I wouldn't hit everyone. Over the years I noticed many people say they liked using other JVM languages but never saw anything targeted toward them. I was just wondering if there were any restrictions on posts, being a Java gaming site, or if the site was a little liberal and would allow all JVM based posts for the few?
6  Discussions / General Discussions / Hello, and question about other jvm languages on: 2013-03-16 23:32:07
Hello! I've had an account on here for some time now mostly just lurking and answering a few questions here and there. I've started having a lot of fun with game development again and decided to try to become a little more active.
My question is: how open is this forum to other JVM languages? I currently prefer using Scala to Java and have been working on a functional, side-effect free game library. I was wondering if I could post my library(when it is ready, I still have a ways to go) on these forums?
7  Discussions / General Discussions / Re: Java is pretty cool on: 2012-10-28 20:01:13
And already, javascript is the most used programming language in the world.
http://www.tiobe.com/index.php/content/paperinfo/tpci/index.html
c is currently the most used beating js by 18%. and java beats js by 16%
8  Discussions / General Discussions / Re: LWJGL,Slick,AWT,J3D Which is the best??? on: 2012-10-20 17:31:52
Slick2D will have a much more stable performance than AWT/Swing (especially on Linux). This is mainly because Slick is hardware accelerated with LWJGL/OpenGL. AWT/Swing is hardware accelerated, but it is very hard to predict what will be accelerated and on which systems. If you are looking to use a 2D library I would recommend libGDX or Slick. libGDX is a more portable(linux, windos, mac, web, andriod, and iOS) and powerful, but I found that Slick2D to have an easier to learn api. For 3D I would say dont use J3D. Again I would recommend libGDX for 3D, but for a full 3D game engine you cannot beat jmonkeyengine. libGDX has better portability, but jmonkeyengine is a full engine and comes with a full feature editor(based on netbeans).

libGDX: http://libgdx.badlogicgames.com/
LWJGL: http://www.lwjgl.org/
jmonkeyengine: http://jmonkeyengine.com/
9  Discussions / General Discussions / Re: Reinventing the wheel? on: 2012-09-02 19:48:06
To teach my self OpenGL, engine design, and Scala I started making an "engine". I've had a blast doing it and if I get out of uni and get a job in the gaming industry I would want to be an engine developer.
10  Discussions / General Discussions / Native GPU support for Java on: 2012-08-15 11:42:01
http://mail.openjdk.java.net/pipermail/discuss/2012-August/002717.html
I think this would be very interesting. Most likely wont be coming for a long time, but could be an alternative to LWJGL in the future. 
11  Discussions / General Discussions / Re: Operator overloading on: 2012-07-18 18:53:33
Well that escalated quickly.
12  Game Development / Game Mechanics / Re: Creating a projection matrix on: 2012-07-18 18:34:49
I found the problem. I multiplied the matrices in the wrong order.
I used
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gl_Position = model * view * perspective * in_Position

when its should be
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gl_Position = perspective * model * view * in_Position
13  Game Development / Game Mechanics / Re: Creating a projection matrix on: 2012-07-18 17:10:58
I got yScale for f from the code sample at the top.
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Matrix CreateProjectionMatrix(
   float fovy,
   float aspect_ratio,
   float near_plane,
   float far_plane
)
{
   Matrix out = { { 0 } };

   const float
      y_scale = Cotangent(DegreesToRadians(fovy / 2)),
      x_scale = y_scale / aspect_ratio,
      frustum_length = far_plane - near_plane;

   out.m[0] = x_scale;
   out.m[5] = y_scale;
   out.m[10] = -((far_plane + near_plane) / frustum_length);
   out.m[11] = -1;
   out.m[14] = -((2 * near_plane * far_plane) / frustum_length);
   
   return out;
}
14  Game Development / Game Mechanics / Creating a projection matrix on: 2012-07-15 21:14:07
I'm trying to create a projection matrix to use in my shaders. I've tried to use the algorithm from here(http://openglbook.com/the-book/chapter-4-entering-the-third-dimension/) to create the matrix, but when I multiply it with the model and view matrices that I've created nothing displays on the screen.
This is my translation of the C code.
Sorry if there are syntax errors. I wrote this in Scala and translated it to Java.
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public static Matrix4f projection(fov: Float, aspectRatio: Float, near: Float, far: Float) {
Matrix4f out = new Matrix4f();
float yScale = 1.0f / scala.math.tan((fov / 2.0f).toRadians).toFloat;
float xScale = yScale / aspectRatio;
float frustumLength = far - near;
         
float[] tempArray = new float[16];
tempArray[0] = xScale;
tempArray[5] = yScale;
tempArray[10] = -((far + near) / frustumLength);
tempArray[11] = -1;
tempArray[14] = -((2 * near * far) / frustumLength);
         
FloatBuffer buf = BufferUtils.createFloatBuffer(16);
buf.put(tempArray);
buf.flip();
out.load(buf);
return out;
}

//This is the method call
Matrix.projection(60.0f, 800.0f / 600.0f, 1.0f, 100.0f);

//and when I print the matrix that is returned I get this
1.2990382 0.0 0.0 0.0
0.0 1.7320509 0.0 0.0
0.0 0.0 -1.020202 -2.020202
0.0 0.0 -1.0 0.0
15  Game Development / Newbie & Debugging Questions / 3D physics library on: 2012-02-12 16:50:37
I am looking for suggestions on a good 3D physics library.  I have googled this question and jbullet seems to be the best answer, but having not been updated since 2010 slightly concerns me and I want to be sure that it is a good library before I commit to it.  So, I guess my question is does anyone know of a good 3D physics library or is jbullet the best option.
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