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1  Game Development / Networking & Multiplayer / Re: [SGS] Hack example on: 2006-03-27 00:54:06
Hi Jeff, thanks for the response. I do see a release/server/apps/hack/data dir with what looks like data files for the dungeons etc. And when i start up SGS it does look like hte HackBoot does load up these dungeons. I'll keep poking around until i hear someone else has it working or if you guys notice anything that needs to be fixed.
2  Game Development / Networking & Multiplayer / [SGS] Hack example on: 2006-03-27 00:40:45
Until SGS/Darkstar gets its own forum, just going to use this one.

Got SunGameServer preview release 1 this weekend and i've gotten all the examples to run so far, except "Hack".

I am able to start up the client, but after i create a character (name/class/stats) it takes me to what seems to be a gamebrowser but no games show up. How do i create a game? Has anyone gotten Hack to  work yet?
3  Discussions / General Discussions / SGS/Darkstar Forum? on: 2006-03-26 23:27:27
Now that we have a preview release, would it be possible to get a forum setup for SGS/Project Darkstar? The forums are horrible, and i would hate to hijack any of the current forums on here for SGS/Darkstar only discussion.

Anyway, just a suggestion.
4  Discussions / General Discussions / Re: What's got your Goat today? on: 2003-11-05 14:32:46
Maybe a game-optimized JVM for consoles is the solution, I don't know.

Heckya.. if we had a PS2 VM with interfaces to the PS2 libs that would change *everything*

Right now Java is limited from the major game market that is consoles..
5  Discussions / General Discussions / Re: 2004 JDC: (208) Professional Java Game Develop on: 2003-11-03 16:13:13
awesome, looking forwarding to seeing it.
6  Discussions / General Discussions / Re: 2004 JDC: (208) Professional Java Game Develop on: 2003-10-28 14:11:34
What "networking marshalling API" are you refering to?  Any webpage with info? Thanks for the ISBN.
7  Discussions / General Discussions / Re: 2004 JDC: (208) Professional Java Game Develop on: 2003-10-27 17:56:41
Very briefly,  this is a 'companion" tutorial for our text releasing at GDC

By "text releasing" do you mean a book? If so, do you have an ISBN for it yet?

I will be more specific in later post, but  "newly released Gaming APIs from Sun" you will be going over" is JOGL, JOAL, Jinput and the networking marshalling API if it's adopted by then.

OK, i guess i just don't consider enabling technologies like JOGL and JOAL as Gaming API's. But the tutorial sounds interesting enough to attend.

What "networking marshalling API" are you refering to?

8  Discussions / General Discussions / 2004 JDC: (208) Professional Java Game Development on: 2003-10-22 01:30:46
See link:

"Description: This tutorial is an introduction to the newly release Gaming APIs from Sun Microsystems. Topics include 3D Graphics, High perfomance audio as well as a number of critical techniques relating to performance and platform compatibility."

Shawn, can you explain what "newly released Gaming APIs from Sun" you will be going over in this tutorial?
9  Discussions / General Discussions / Re: JSR 231 - Java Bindings for OpenGL on: 2003-10-21 17:45:09
OK, so it is official now. Votes passed :
10  Discussions / General Discussions / Re: JSR 231 - Java Bindings for OpenGL on: 2003-10-17 14:51:44
I also thought this was interesting, the last line in the proposal states: "GLU library will be ported over to Java". So GLU will not be a wrapper on the native interface, but rather will be ported directly to Java. Thoughts?
11  Discussions / General Discussions / JSR 231 - Java Bindings for OpenGL on: 2003-10-17 14:10:13
Just a reminder for anyone that cares. Last day for JCP members to vote is Oct 20 (this monday).

JSR 231 - Java Bindings for OpenGL - JSR Approval Ballot
Last day to vote: 20 October 2003
URL for JSR:
12  Discussions / General Discussions / Re: Java games advocacy on: 2003-10-14 14:47:09
OK Cas, i'll go take a look at it right now then. It was not clearn to me that things have changed. If LWJGL provides an actual SDK rather then just a few jars/dlls that let you access the metal then i'm all for it.
13  Discussions / General Discussions / Re: Java games advocacy on: 2003-10-14 14:26:52
Well Cas i don't use LWJGL, mostly because after looking at the SUN presentation at JavaOne and seeing that it had pointers exposed it sort of turned me off. I saw some talk in your forums about removing those and i couldn't find any status on that front. Not trying to get into a debate here... i just chose the technologies from the project because it looked like the right way to go at the time.

Now back to what i was saying about a Java Game SDK.

Right now on this site we have a few different binary files that include different technologies for helping you access the hardware on your system to write things like games. That is basically it. In my mind that is not a Game SDK. What i want (and what you get when you want to write games for other platforms) is an SDK with the following:

1 single SDK file/installer with everything you need
/include and /lib : directory with all the binaries we have today (Jogl,Joal,JInput)
/bin : ?? useful tools for game development
/api-docs : with all the javadoc we have today
/documentation : ?? nothing here yet, need to fill this up with useful info
/tutorials : Put the NeHe ports here as well as some of the other tutorials people have/are working on
/examples : ?? need some example games here

Basically i want to be able to go to site and on "Java Game SDK" for the OS i'm going to do my development on. Extract the file on my system and i should be able to start running the examples, trying some of the tools, read the documentation, do some tutorials, and basically be ready to start working on a game.

Here i'm not talking about an IDE, or a game "engine" (although both could be added by the community). I'm talking about a single file that, for right now, contains the stuff we currently have. As time goes on, everyone in the community can help add to each of the above locations with more docs, tools, tutorials, and examples. Over time the SDK will turn into a useful kit for people that want to write Java Games. Just like the Java SDK, we need a single SDK for Java Game Development.

Hopefully i have explained this clear enough. If you still need more help understanding, please go download the DirectX SDK or go to and sign up to download their SDK and you'll start to understand what i'm talking about.
14  Discussions / General Discussions / Re: Java games advocacy on: 2003-10-13 19:14:13
From the point of view of someone coming to java game development for the first time, right now, what we need the most is a clear and clean java game development kit/platform. Currently we have to really invent our platform from parts and pieces. Of course it is great that a lot of work is being done, but right now i can not go and download a Java Game SDK and start working on making a game. i have to go and download parts from this site.. parts form other sites.. and put them together to make what i *think* is an ok platform to start with.

As a developer, i really want a Java Game SDK (what i thought the now canceled JSR-134 would provide), and i think having such an SDK would help attract a lot more people to Java for game development
15  Discussions / General Discussions / Re: Newlwss Clubies blew up :( on: 2003-10-13 19:04:10
can we get this forum back up please.. there really is no other forum for general newbie type questions. we really need this.
16  Java Game APIs & Engines / Java 3D / Re: Spatial Orientation (General 3D Question) on: 2003-10-04 04:38:36
Thanks a lot for your insight Mojomonkey.

Does anyone else have any other ways of doing things? I'm specialy interested to hear anyones point of view related to using quaternions.

17  Java Game APIs & Engines / Java 3D / Re: Spatial Orientation (General 3D Question) on: 2003-10-03 19:29:06
I am using JOGL as well as a custom software rasterizer (just to learn mind you) so storing and using a matrix form for orientation would work.

Do you find using quaternions for node orientation causes too much processing overhead and using a matrix (with larger memory overhead) is better for speed? How are you doing interpolation or animation of node orientation? Do you store it as a 3x3 or 4x4 matrix? do you store the orientation and the translation togther in a 4x4 matrix? or do you use a 3x3 rotation matrix and a vector for position? what about scaling?
18  Java Game APIs & Engines / Java 3D / Spatial Orientation (General 3D Question) on: 2003-10-03 17:42:55
This really belongs on the newbie forum but it has not been brought back up yet so i am posting it here. I hope this forum is not only for the Java3D API but rather for doing 3D with Java. If not please let me know where i should repost this question.

I'm really just started to learn how to do 3D programming and to do that i've started working/learning on a small custom 3D engine. I can load models and place them in my small game graph, but now i'm to the point where i need to orient the objects. I really need help in this area. I see so many different ways to orient an object in 3D space and i'm confused about exactly which one i should use, and how i should use it. As I understand it there are 4 main ways to store orientation:

Euler Angles
Angle Axis

I have seen a lot of information on how to convert each of these to each other format, so the conversion issues are not too much of a problem. What I need help with is which one should I use to store my object orientations? From what I read there are a lot of people that think Quaternion are great and they always talk about using them for the Camera orientation, but I have not read much about using them for general object orientation. Are the conversions to usable formats (the other 3 actually) just too costly to do and thus nobody uses them for anything except where it is very critical like the camera?

If you had an Entity type in your game graph, what would you use to specify the orientation of that entity in the 3d world? Any insight would be great.
19  Game Development / Game Mechanics / Re: 3d math ready for OpenGL...? on: 2003-09-11 18:31:16
this is not OpenGL but i would advise you go to your local bookstore and crack open the following books. I'm just learning and these books have been great. Maybe you can find what you are looking for in one of these books:

1. 3D Math Primer for Graphics and Game Development
   ISBN: 1556229119
   400 pages, June 15, 2002 ($49.95)

2. Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization
   ISBN: 0672318350
   1728 pages, June 2, 2003 ($59.99)

3. Real-Time Rendering (2nd Edition)
   ISBN: 1568811829
   900 pages, July 2002 ($59.00)

4. Mathematics for 3D Game Programming & Computer Graphics
   ISBN: 1584500379
   400 pages, December 18, 2001 ($49.95)
20  Discussions / General Discussions / Re: Example project discussion. on: 2003-09-11 15:02:16
As a complete newb to java gamming and this community in general i just wanted to make a quick comment that a demo game is exactly what i'm looking for.

i agree with blahblahblahh in that a very simple game shell that is slowly improved step-by-step is one of the best ways to teach someone new like me.

another item of feedback i have is it is rather difficult for me right now to figure out exactly what technologies i should be using for a 3D game. I realize that different technologies meet the needs of different projects, but a type of "game blueprint" that explains best practices and technology stacks for 70-80% of the projects out there would be hugely useful. Maybe come up with a typical project case and explain the stack and recommended technology.
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