Hi !
Featured games (90)
games approved by the League of Dukes
Games in Showcase (753)
Games in Android Showcase (228)
games submitted by our members
Games in WIP (842)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1] 2 3 ... 22
1  Discussions / General Discussions / Re: Jagex kills reflection appearently on: 2011-10-28 20:00:32
I'm thinking more about the problem at a right angle. Why should bots be disallowed from playing at all?* Perhaps that's how I'd like to play RuneScape - making bots for it. I think the concept of an open client is a very worthy design goal.

Cas Smiley

* Rights for AIs!
in a MMO its a problematic topic. Botfarmer which sell lvl 80 chars etc can destroy balancing/ingame mechanics.

e.g Eve Online has a quite boring profession: mining
a few people really like it since its relaxing (nice graphics, almost no user interaction, you can do something else "half AFK", chat..). I would assume that most of the miners are bots (there are no official numbers), since its an open sandbox mining gets basically worthless. You spend n hours for almost no ingame gain since you can't compete with bot armies. (-> botting kills an ingame activity in this example)
2  Discussions / Miscellaneous Topics / Re: Java vs. C# on: 2011-09-27 16:51:23
interoperability is currently to difficult. Using language A as DSL for UI, language B for maths and java as system language all running on the same might be interesting but maintaining the interface in a polylingual project is currently a problem.

Doing this on-way is usually not that difficult, e.g generating accessors for OpenCL kernels with jocl or stuff like this. But having groovy, scala and java in the same project is horror.
3  Game Development / Newbie & Debugging Questions / Re: LWJGL on Linux says 50 Hertz instead of 60 ? on: 2011-09-26 16:36:38
AFAIR default refresh rate of compiz is 50hz. New installations are set to auto detect which should normally use the screen refresh rate.
hope that helps
4  Game Development / Newbie & Debugging Questions / Re: JDK 6.27 or JDK 7.0? on: 2011-09-18 14:43:40
i agree, just use it if you like. The only difference between 7 and any other .0 release is that a few journalists went through the bugtracker a bit to early this time.
you could also use the early access build of u2 which already contains the infamous bugfixes which where actually already available as the media picked it up.
5  Discussions / General Discussions / Re: New feature: privacy plugin on: 2011-04-01 19:35:53
what about realtime GPU based forum obfuscation? Was the caesar cipher proposal rejected? The idea was to request a one-time pad via paper mail for every new thread.
6  Discussions / General Discussions / Re: Eclipse vs. Netbeans on: 2011-03-23 18:43:06
just a few examples of some common developer tools/methods. maven is a build system which is esp. good in dependency management of third party libs (another one would be ant), subversion, git, mercurial are versioning systems. Wikipedia will give you a better description if you want to know more.
7  Discussions / General Discussions / Re: Eclipse vs. Netbeans on: 2011-03-23 18:14:34
I tried NetBeans a while back (and IntelliJ IDEA) but nothing ever comes close to Eclipse in terms of sheer functionality and ease of use.
what kind of functionality? Usually you have to install third party plugins to be able to do basic things with eclipse like maven, mercurial, subversion, profiling, bugtracking etc. What eclipse distribution do you use?
8  Game Development / Newbie & Debugging Questions / Re: Mutable or immutable vectors? on: 2011-03-10 18:13:31
not applyable for all usecases: but what i did is to use nio bytebuffers for vector/matrix storage and do the computation on the gpu/cpu/<other hw> via JOCL. Memory is static in my case. Accessing the data from java is a bit slower however.
9  Java Game APIs & Engines / JOGL Development / Re: get as much video memory I have on: 2011-01-28 18:13:17
The difference being that Cas doesn't sell anything here, he's offering a possible and practical path to a solution.
lol, you guys are so funny. Cas' pragmatic answer was to ask him to file a RFE for an API the thread opener is not using.

Sure you could merge both categories to 'OpenGL', compete against and GL forums which would encourage members to post api specific questions to / / Question is: where is the gain for JGO?
10  Java Game APIs & Engines / JOGL Development / Re: get as much video memory I have on: 2011-01-22 14:54:27
there is no standardised way to query HW info via OpenGL. You could use JOCL and device.getGlobalMemSize() (and the other getFooMemSize() methods) but those are implementation dependent and usually return less than the physical mem size.

or take a look at those extensions:

(we usually don't expose vendor dependent extensions in JOGL, but feel free to file a bug at
11  Discussions / General Discussions / Re: Free and Premium JVMs coming soon on: 2010-11-06 11:57:27
nothing new really. jrockit has always been proprietary, e.g required a license to enable special GC features. They just continue after a JVM merge.
12  Discussions / Business and Project Management Discussions / Re: List of commercial games using Java? on: 2010-10-30 12:53:31
didn't knew that Vampire: The Masquerade used a JVM for scripting. Was an awesome game back than.
13  Java Game APIs & Engines / JOGL Development / Re: how good is JOGL2? on: 2010-10-01 13:04:24
please read the tutorial. Its everything explained in there.
14  Java Game APIs & Engines / JOGL Development / Re: how good is JOGL2? on: 2010-09-30 14:06:34
JOGL2 is not backwards compatible but the changes are minor (almost only the initialization changed).

javadocs etc are linked on

JOGL2 tutorials:
15  Java Game APIs & Engines / OpenGL Development / Re: LWJGL now supports OpenCL on: 2010-09-27 20:18:12
Are you kidding?
There was no JNI based binding out there at this time. Even drivers weren't officially available. Both, Marco and me had to wait for the driver release before publishing binaries & code. He decided to code everything by hand, I instead used gluegen to generate everything from headers. Additionally Marco initially licensed his stuff with a non commercial license (he changed the license recently to MIT/X11).
This alone was a showstopper for my needs over one year ago. (and yes we worked together to resolve technical issues)

(thats my last post on that topic)
16  Java Game APIs & Engines / OpenGL Development / Re: LWJGL now supports OpenCL on: 2010-09-27 14:08:32
@spasi Thanks for quoting me since i still fully agree with it, despite the fact that its a bit off topic here.
Let me try to explain why:
CL bindings are completely independent libraries. You (as a LWJGL contributer or user) could have the choice between Marco's which looks similar to LWJGL's API, Olivie's JNA bindings or which has similar API design as JOGL/JOAL on the low level (lets ignore the high level bindings for now since differ a bit more).

CL-GL interoperability is just about sharing 2 longs at context creation - thats all.

Nonetheless (or even because of that Smiley ), i am very carious to take a look at the javadocs of the low level part (we call it LLB).

sorry, don't get it what you want to tell me with the first sentence

happy coding!
17  Java Game APIs & Engines / OpenGL Development / Re: LWJGL now supports OpenCL on: 2010-09-27 09:54:03
congrats. Java has now the fourth CL binding...
18  Java Game APIs & Engines / JOGL Development / Re: Future of JOGL? on: 2010-09-22 23:01:41
sure. JOGL 2 already supports GL 4.1 since shortly after SIGGRAPH but you will have to take the automated builds if you want to use it (don't ask about a release date). (-> JOGL 2)
19  Discussions / Miscellaneous Topics / Re: SIGGRAPH 2010 on: 2010-08-02 15:37:43
NB.: unfortunatly there was really few people at the JOGL conference but... but... it was really interresting
hehe, well we had some competition. There was the OpenCL BOF, techtalks and Makeing of Tron Legacy Animation Festival in the largest Hall of the conference in parallel Smiley

(it was quite hard for me to talk at the jogamp BOF instead of visiting the OpenCL BOF  Wink)
20  Java Game APIs & Engines / JavaFX / Re: JavaFX Graphics Stack on: 2010-07-09 12:00:27
i have a cutout version of ken in my office, he's still here with me!
well, we installed chuck norris on the build server... (scroll down->
21  Discussions / General Discussions / Re: Booooks? on: 2010-06-28 18:23:33
Effective Java, by Joshua Bloch (second edition)

Its like Clean Code just without esoteric. Its one of those books you probably won't read from start to finish... but its a very good reference for best coding practices.
22  Java Game APIs & Engines / JOGL Development / Re: JogAmp at SIGGRAPH 2010 on: 2010-06-16 15:58:13
haha, never post hungry Smiley
23  Java Game APIs & Engines / JOGL Development / Re: JogAmp at SIGGRAPH 2010 on: 2010-06-16 12:57:02
cool, looking forward to meet you there too.
24  Discussions / General Discussions / Re: Which win7 should i buy? on: 2010-06-03 17:47:57
Masochist, why do you seem so eager to give Microsoft your hard earned money? Install Linux/Ubuntu, and if you don't like it, then buy Windows 7. Never give your money to Apple, they gave vendor-lockin a brand new meaning.

no reason to run away, you just stated the facts.
25  Java Game APIs & Engines / JOGL Development / Re: Problems loading native libraries on: 2010-05-26 15:53:18
Welcome apatriarca,

you could use the library wrapper and native-lib-support module from the NB OpenGL Pack.
they ship with an around one year old JOGL 2 build but we will update them as soon as there is a final JOGL 2 release available.
26  Java Game APIs & Engines / JOGL Development / JogAmp at SIGGRAPH 2010 on: 2010-05-21 17:20:47
This year we will be at SIGGRAPH 2010 with our own little BOF Session:

3D & Multimedia Across Platforms and Devices Using JOGL
Tuesday, 27 July | 4:00 PM - 6:00 PM

This session discusses the features, contributions, and future of OpenGL, OpenCL, and OpenMax across devices and OS exposed on top of Java using the JogAmp open-source libraries.

hope to meet you there

(crosspost from
27  Discussions / General Discussions / Re: Mac OS Java Update ( 1.6.0_20) breaks JOGL applets on: 2010-05-19 01:38:55
answer on the other side Smiley
28  Java Game APIs & Engines / JOGL Development / Re: New home for JOGL etc! on: 2010-05-13 02:00:03
right, server is now on its place and should have enough bandwidth for all of us. The hudson build server is already working, build jobs for more platforms will join the next days.

JogAmp is the common namespace for JOGL and other teamplayers like JOCL and also GlueGen the JNI binding code generator.

you can find a link collection to bugtracker, wiki... on Sven's blog.

contributions and API feedback are as always welcome
29  Java Game APIs & Engines / JOGL Development / Re: Migrating from version 1.1.1 to 2.0, wich libraries do I need? on: 2010-05-09 12:45:28
hi yombo,

so you are on linux and haven't used our fancy ├╝ber-back-to-the-future-migration-refactoring-script? Smiley

.all is the "desktop" distribution. If you don't care about lib size just take this stuff.

-cdc is for mobile (connected device configuration)
.cg is nvidia's Cg language support, but the JOGL 2 cg version is basically untested. (but its on the TODO list)

also take a look at the slowly growing wiki:
30  Java Game APIs & Engines / JOGL Development / Re: Migrating from version 1.1.1 to 2.0 on: 2010-05-05 19:38:22
hello yombo,

drawable.setGL(new DebugGL3(drawable.getGL().getGL3()));
GL3 gl = drawable.getGL().getGL3();

Is that to get exceptions (good for debbugging) or does also set the core profile?
its good for debugging. It basically checks after every call if an error code has been set by opengl and throws an exception. The performance penalty is usually not noticeable.

Technically it adds an additional layer between your application and the driver. You usually want to set this once e.g. in init. There is also TraceGL whch prints all calls to a stream... we will add more layers in future.

The last question: Any tips on upgrading to JOGL 2.0 (tutorials, known bugs)?

we prepared an automatic refactoring script which does around 90% of the refactoring work to port a jogl1.1.1 application to the latest JOGL 2 revision. It is a bit experimental (well even the jackpot compiler is experimental) and unfinished but might be already of use.

we have an wiki, bugzilla etc for all GlueGen based project on but we are currently switching servers. The website should be online by the end of this week again.

in the meantime you could take a look at my old blog entry about profiles (its a bit outdated, the GL4 profile and a few other things are missing...):

also newt should be more stable now but it still isn't finished yet.
Pages: [1] 2 3 ... 22
nelsongames (19 views)
2018-04-24 18:15:36

nelsongames (17 views)
2018-04-24 18:14:32

ivj94 (608 views)
2018-03-24 14:47:39

ivj94 (53 views)
2018-03-24 14:46:31

ivj94 (401 views)
2018-03-24 14:43:53

Solater (66 views)
2018-03-17 05:04:08

nelsongames (111 views)
2018-03-05 17:56:34

Gornova (176 views)
2018-03-02 22:15:33

buddyBro (747 views)
2018-02-28 16:59:18

buddyBro (94 views)
2018-02-28 16:45:17
Java Gaming Resources
by philfrei
2017-12-05 19:38:37

Java Gaming Resources
by philfrei
2017-12-05 19:37:39

Java Gaming Resources
by philfrei
2017-12-05 19:36:10

Java Gaming Resources
by philfrei
2017-12-05 19:33:10

List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
2017-03-02 08:44:05 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!