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1  Games Center / Featured Games / Re: Wurm Online on: 2003-08-18 16:16:48
I'm sitting in front of this Linux box and have no idea what gfx chip and drivers it has installed, anyway, I get an error msg when I try your game:
Error starting Wurm Online: Illegally formatted OpenGL version identifier: "1.2 Mesa 3.4.2"

Hm ... I had this box get runnig the Gears demo 5 min. ago from the site, but not much more so far, anyway, get happy with the error msg ;-)

P.S.: How do I find out the HW-config of a Linux box when I have no admin rights? (Better give me some shell command, as the desktop is "secured" and I had trouble enough opening a shell and installing J1.4.2 here ...)
2  Java Game APIs & Engines / JOGL Development / Re: JOGL Binaries Question on: 2003-07-12 13:13:28
We just got the certificate today which will allow us to post signed jars that developers can link to directly in their Java Web Start JNLP files. This should be the most automatic form of installation and distribution. Will work on getting these up next week.

That is very good news! I like JOGl more and more.
3  Discussions / Miscellaneous Topics / Re: JavaOne on: 2003-06-04 09:03:56

"Sun Microsystems (Quote, Company Info) Wednesday set its crosshairs on the multi-million dollar gaming industry with the formal establishment of the Sun Game Technologies Group.  ..."

Read more at link.

4  Discussions / Miscellaneous Topics / Re: JavaOne on: 2003-05-31 12:45:03
AH!  Jumped the gun...Key3Media has not posted the info yet.  Will be up this week.   And Herk, you are listed Smiley


Uh ... I hope so, from their website:

"Key3Media is well on its way toward the successful reorganization of the Company. The previously scheduled confirmation hearing is expected to take place as planned on June 4th, and the Company remains on track to emerge from Chapter 11 in June 2003. Notably, a competitor's attempts to delay the Court proceedings were denied by both the Bankruptcy Court and the Court of Appeals for the District of Wilmington, Delaware. Key3Media's plan continues to have the support of unsecured creditors and the holders of the Company's senior secured bank debt."
5  Java Game APIs & Engines / OpenGL Development / Re: newbie: Can LWJGL be used to accel. my 2D game on: 2003-05-27 12:15:17
There can be a problem when switching from java2d to opengl, your game may run faster on medern machines, but much slower on older machines, as these have sometimes slow 3d-chips (and bad opengl drivers), but fast 2d-units.
6  Game Development / Game Mechanics / Re: modelling ball movement on: 2003-05-21 16:42:06
This reply will be no big help, but ... I currently have to model a rolling ball myself. In the end I bought a physics book and looked up all the stuff there (friction, collision etc.). I didn't understood everything and I didn't found all in there what I needed but I got me much further than trying to only program by the "looks good, then it is correct" approach.
7  Game Development / Performance Tuning / Re: JRE Download Size on: 2003-05-17 11:37:41
If you sell SW on your website, then make another option for the buyer to get the SW with JVM on CD, but ask $10 more for it. Everybody will be happy that they can save the $10 and giggle the whole 30 minutes they need to download the JVM with their modem.
8  Game Development / Performance Tuning / Re: High Resolution Timer in Java 1.4.2 on: 2003-05-17 11:16:03
Hm ... not documented, may move or vanish with every new release. I hope the make it a public part of the API soon.

Edit: I tested it on some Linux/Athlon machine (don't ask me about details)
:~> j2sdk1.4.2/bin/java TimerTest
Time: 1 ms
9  Games Center / Archived Projects / Re: Alien Flux Alpha Test 9 on: 2003-04-30 06:34:37
I download the game 3 day ago and had now some time to test it: very nice!
One problem: when I pressed Alt-F4 during gameplay then the whole game stopped and locked up and I had some problems switching back to desktop and killing it with the taskmanager.
WinXP, J1.4.1_01, GF2TI
10  Discussions / Miscellaneous Topics / Re: A Difficult One! on: 2003-03-04 13:39:50
Fallout 1&2.
Recently played a few hours of Morrowind, very nice, but too huge, I will never finish it.
Master Of Orion 1&2, is part 3 any good?

Oh, I don't remember all the old ones from my Amiga time.
11  Java Game APIs & Engines / J2ME / Re: POLL: Do you have a Java phone? on: 2003-03-04 09:45:02
I have an old Siemens S35i, WAP but no Java. And the damn inbuild minesweeper-game comes with a "Presented by Microsoft" logo.

Just found out that Siemens&Sun have a little competition for mobile games:

But it will alreaday end in 12 days :-(
12  Discussions / Miscellaneous Topics / Re: The story with String literals? on: 2003-03-04 09:27:20
You mean the pool is not subject for garbage collecting?  Huh
I kind of assumed it would.

The API description does offer no hint that there might be some special treament of interned Strings, which would mean no GC.

But here is what I found in the net:

Intern and garbage Collection
In the early JDKs, any string you interned could never be garbage collected because the JVM had to keep a reference to in its Hashtable so it could check each incoming string to see if it already had it in the pool. With JDK 1.3 came weak references. Now unused intered strings will be garbage collected.
13  Java Game APIs & Engines / OpenGL Development / Re: Microsoft Quits OpenGL ARB on: 2003-03-04 09:14:39
No worry for the next 2-3 years.

Maybe MS doesn't like the upcoming OpenGL ES for mobile gaming?
14  Discussions / General Discussions / Re: now that chris is back... on: 2003-03-04 08:05:53
Some fixes, please:
1) Font color on message titles same as background

I think I posted a potential solution to this some time ago lareday, maybe I can ask the form admin to looka this again? A change should only take very few minutes:;action=display;num=1037067097

I repeat what I wrote:
The problem is probably here. First a text class is defined with font color white:
.text1   { font-style: normal; font-weight: bold; font-size: 12px; color: #FFFFFF; }
Then later that class is used to display the topic line in 10 most recent, and the color is changed in that line. But it seems like IE uses the original definition and Mozilla uses the new color value. Is there any need to define color #FFFFFF in the .text1 class at  all? I think it could be simply removed. Or is white text anywhere used in the forum?  
<font class="text1" color="#336699" size=2><b> JavaGaming.Org / Suggestions / <a href=";action=display;num=1037067097;start=4"><font class="text1" color="#336699" size=2><u>Re: Last 10 Messages Malfunction</u></font></a></b></font></td>


In another topic: can it be that preview no longer works? When I press "Preview" after editing a message is posted immedatly.
15  Discussions / Miscellaneous Topics / Re: The story with String literals? on: 2003-03-04 07:39:41
I wouldn't use String.intern() unless there is a method to free the Strings again (I didn't found one when I looked some time ago at it).
String-pools can be very nice, I once built my own little log-file-scanner for my website and as many log-entries had same Strings (like requested path, address etc) I could save several MB of memory by using a pool for them.
16  Discussions / Business and Project Management Discussions / Re: Who is going to GDC?!? on: 2003-02-19 15:32:41
Europe here, too. Maybe we should ask the EU for a subsidy? We could tell them we would make a promotion game for european agricultural products ("catch the cow, earn some butter!"), then we will swim in cash ... :-/
17  Discussions / Jobs and Resumes / Re: GUI and Artist Experts wanted for F1 Manager G on: 2003-02-19 15:16:53
It might be good to point out that hardly anything in the current screenshots are final. They are part of the areas in need for improvement and are just an appetizer to prove to ppl that something serious is going on  Smiley

You better remember that. Using the names of actual f1 pilots will get you sued when you have no license.
18  Discussions / General Discussions / Re: LWJGL section on: 2003-02-10 08:24:07
Are mods still alive?
19  Java Game APIs & Engines / Java 2D / Re: Problem with casting on: 2003-02-09 09:26:43
How looks the class definition of GamerManager ("a")? Would be good to post that, too.
20  Java Game APIs & Engines / Java 2D / Re: java 2D : how to make faster on: 2003-02-09 09:25:08
Java2D isn't bad, but I lost faith when I saw that my code was running really fast on Windows but getting too slow on Linux (on comparable HW).

But then again I haven't tested OpenGL on any integrated-chipset-graphics (which is important, as they sell more than dedicated chips from nvidia or ati, especially the intel ones)

To the original question: AA is not hardware accelerated, drawing circles possibly not, too. (Simple) Line drawing seems to be accelerated on Windows.
21  Java Game APIs & Engines / OpenGL Development / Re: Someone explain me DisplayMode in lwjgl... on: 2003-02-07 06:57:11
Ther error was my fault, I could have avoided it with proper checking:

I now tested again and found the error. The error was not in opening the display, but when I tried to use "gl.wglSwapIntervalEXT(0);".
The reason seems to be that whenever I request a DisplayMode with more than 0bit alpha the Nvidia renderer is replaced with the GDI renderer of Windows (and is then horribly slow). That renderer does not support wglSwapControl.

No alpha gives:
"Renderer=GeForce2 GTS/AGP/SSE/3DNOW!"
8bit alpha gives:
"Renderer=GDI Generic"

Well, I now used a  "if (GL.WGL_EXT_swap_control){...}" check around the wglSwapControl and that works.
22  Java Game APIs & Engines / OpenGL Development / Re: Someone explain me DisplayMode in lwjgl... on: 2003-02-06 16:43:08
That sounds reasonable. What is the depth parameter good for?

I hope I can post the complete error tomorrow (it's on my machine at home)

Does anybody know about a site with collected info about the capabililties of the different chips and OpenGL implementations?
23  Discussions / General Discussions / Re: LWJGL section on: 2003-02-06 16:35:50
I wouldn't mind a LWJGL section here, too. Does this forum support sub-forums? We could make it a subb-orum of Java3d maybe.
24  Java Game APIs & Engines / OpenGL Development / Someone explain me DisplayMode in lwjgl... on: 2003-02-06 15:36:07
OK, I used the simple code from the Nehe-examples for screen mode selection so far (running in a loop until correct mode for width, height, bpp has been found), that worked so far.

Now today I programmed an DisplayModeRequester, so the user can choose the DisplayMode. What was odd that there were multiple modes for each resolution/bpp/frequency, they had different depth/alpha/stencil.

Now I selected a few of them and every mode with alpha>0 made my program crash immediately ("error in native code outside vm"). So I'm thinking about filtering all these modes out and only offer the user modes with alpha and stencil zero.

Will that give me any problems? What is a mode with alpha>0 good for anyway (I'm using alpha already for masking and it works in a mode with alpha=0). Why are there modes with different depths for same bpp?
Someone enlighten me ...

I'm using a Geforce2/WinXp, if that makes a difference.
25  Java Game APIs & Engines / OpenGL Development / Re: How to do texture masking in LWJGL? on: 2003-02-06 15:25:39
Well, I don't know, I'm still an opengl noob, but I did masking it with a gl.enable(gl.AlphaTest) and something like gl.alphaFunc(GL.GREATER, 0.5) or so (I haven't code here). It works so far, but is only good for masking (single bit alpha) and I do not know if it is faster or slower than the other method mentioned in this thread.
That was explained in the redbook in chapter 10 (I think).

I'm using the loadTexture from the Nehe-examples, only had to change all RGB  to ARGB and one 3byte_rgb to 4byte_argb (well, I'm not really loading, I'm currently drawing textures with java2d at startup and then convert them ...)
26  Java Game APIs & Engines / Java 3D / Re: Performance and Design on: 2003-02-04 12:30:28
If you need the fastest spinning cube in the world, Java3D is not your friend.[

Indeed that was my problem when I initially tested Java3D, a spinning cube. But what disturbed me was that at 320x200/16 the cube was spinning fast (don't remember fps), but at 1600x1200/16 it was very slow (about 5fps or so). I don't have this problem with LWJGL (only expected frame rate reduction, but not that extreme).

So my question is: how does this happen? The difference in resolution should be only a problem if the gfx-board is too slow and then it should happen in both 3d-libs.
27  Java Game APIs & Engines / Java 3D / Re: OpenGL tutorials? on: 2003-02-02 09:32:40
OpenGL1.1 redbook. A little bit outdated, but I find it better than most of the tutorials which only mention special pieces without giving an overview over the complete language.
Additionally you can download the OpenGL1.4 specs from
28  Games Center / Archived Projects / Re: Just a little start on: 2003-01-24 16:45:18
Grmbl, my host doesn't support Web Start   Angry
Is it just me, or is this a pretty major drawback of Web Start?
I mean, you can deploy applets everywhere you want but with Web Start, the web server needs to support some obscure MIME type...

You can add the MIME-type in a link directly in the html-code. Never tested it myself, but it might work.
Add something like:
to the link
29  Java Game APIs & Engines / Java 3D / Re: And what next ? on: 2003-01-24 16:26:52
Ah, is there a way to set the title of the window in windowed mode? That would be my request for 0.5 ;-)
Anyone else has problems with window mode? Whenever my window gets obscured partly by another window and then comes back to front it is all white and nothing more will be redrawn (WinXP, J1.4.1_01).

And a lwgl.jar ready as a standard extension for easy deployment with applets on windows and linux. It's not that hard, add a manifest, add a little class to unpack the *dll or *so and sign it (with a fake certifikate if needed).
30  Game Development / Performance Tuning / Re: GCJ, a quest for speed. on: 2003-01-21 10:11:15
Thanks for your report! I have so far not tested GCJ, but was interested in it, so your report is interesting for me.
It is very disapointing that GCJ produces wrong code, that makes it unusable for me. I rather will accept 10% bigger class files than 30% more time spent on debugging (I program enough bugs myself already...)
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