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1  Discussions / General Discussions / Re: Still no presence in mainstream desktop game development on: 2007-07-03 12:02:39
I think one intresting question is would anywone here be intrested in buying such a product ?
2  Discussions / General Discussions / Re: Madlix.com - New 3D website using Java on: 2007-06-26 09:51:59
Thanks.

The applet uses hardware accelerated OpenGL and  fallsback to a GDI based OGL renderer if needed.  If you are using GDI rendering you get a small warning triangle in the bottom left corner.

// Tomas
3  Java Game APIs & Engines / JOGL Development / Re: Madlix.com - 3D Website using JOGL on: 2007-06-25 19:54:31
We have released a new version of the madlix viewer with a improved navigation system. Loading times should be up to 3x faster. Download size has been decreased to roughly 650k for first time user.  There is a web publisher available now allowing linux and osx user to upload COLLADA 1.4.1 content.


Feedback and testing  is welcome.
// Tomas
4  Discussions / General Discussions / Re: Madlix.com - New 3D website using Java on: 2007-06-25 19:52:27
We have released a new version of the madlix viewer and a improved navigation system. Loading times should be up to 3x faster. Downlaod size has been decrease to roughly 650k for first time user.  There is a web publisher available now allowing linux and osx user to upload COLLADA content.


Feedback and testing  is welcome.
// Tomas


5  Java Game APIs & Engines / JOGL Development / Re: Madlix.com - 3D Website using JOGL on: 2007-05-19 23:35:49
Just wanted to check if you got my email with the description and thumbnail.

Cheers
// Tomas
6  Discussions / General Discussions / Re: Madlix.com - New 3D website using Java on: 2007-05-08 10:20:41
Now we got the exporter up and running. The exporter also includes a standalone viewer for COLLADA 1.4.1 material. The exporter can be installed and used directly from most flavours of maya and directly upload to the webpage for sharing. The exporter supports light, materials,  animation, skinning. Some screenshots of the exporter wizard can be found here:

http://www.madlix.com/images/doc/image0.jpg
http://www.madlix.com/images/doc/image1.png
http://www.madlix.com/images/doc/image3a.png
http://www.madlix.com/images/doc/image3b.png
http://www.madlix.com/images/doc/image4.png
http://www.madlix.com/images/doc/image5.png


The viewer works with Java5+ and the exporter can be installed as a plugin for Maya for windows,

BTW: Any feedback on stability and/or instability issues with the player and exporter are appreciated

Cheers
// Tomas

7  Java Game APIs & Engines / JOGL Development / Re: Madlix.com - 3D Website using JOGL on: 2007-05-07 11:07:25
Done

// Tomas
8  Java Game APIs & Engines / JOGL Development / Madlix.com - 3D Website using JOGL on: 2007-05-03 12:25:43
Hi

We have opened the doors to a new 3D website, www.madlix.com. The idea is to connect artist with enduser and enable 3D content for everybody. The site uses some pretty cool java applets and is based on AgentFX v.3, JOGL using COLLADA 1.4.1. I know this is a crosspost, shame on me, but since it uses JOGL I though that you guys might be interested.

Have fun Smiley
// Tomas
9  Discussions / General Discussions / Madlix.com - New 3D website using Java on: 2007-05-03 12:10:00
Hi

We have opened the doors to a new 3D website, www.madlix.com. The idea is to connect artist with enduser and enable 3D content for everybody. The site uses some pretty cool java applets and is based on AgentFX v.3 using COLLADA 1.4.1. I though that you guys might be interested.

Have fun
Tomas Karlsson
CTO Agency9
10  Java Game APIs & Engines / JOGL Development / Problem with JOGL and mouseevents. on: 2007-05-03 11:42:31
We have encountered some issues with mouse events and JOGL on a Sony VAIO laptop with ATI X600 mobile, Java5/6. The app completely locks for a couple of second every no and then when we have received several mousevents. The problem doesn't occur when using GLJPanel. We have successfully used other GL apps on the same computer.  We receive the same problem with Gears demo. Any ideas ?  I don't think that we have had any problems with older releases of JOGL on this machine.

Cheers
// Tomas
CTO Agency9
11  Java Game APIs & Engines / JOGL Development / Re: JOGL Applet Launcher memory issues on: 2007-04-10 14:36:25
Hi,

Sorry for bringing up this thread again but was this issue a bug in IE, Java plugin or the jvm.dll ?
Since I hope that we don't have to abandon Java to reach our miletsone...

Thanks for you help Ken
// Tomas.

12  Java Game APIs & Engines / JOGL Development / Re: Unable to create context on: 2007-03-05 23:03:44
I just tried it on Nvidia hardware and it locked directly. The app never locks on ATI just throws  "Unable to create OpenGL context for device context " . Setting the -Dsun.java2d.opengl.fbobject=false seem to solve the issue... or at least for now Smiley

I'll test on more hardware tomorrow.

Thanks
// Tomas
13  Java Game APIs & Engines / JOGL Development / Re: Unable to set pixel format on: 2007-03-05 13:30:25
It doesn't crasch on nvidia hardware. Although I couldn't find where to add sumbit bugs to ATI.

Thanks for the quick responce
// Tomas
14  Java Game APIs & Engines / JOGL Development / Unable to create context on: 2007-03-05 13:28:41
Hi

I've got some problems when I try to use the java2D GL pipline with the jide docking framework. After a couple of
couple of dock the app craches and gives a

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exception in QueueFlusher:
javax.media.opengl.GLException: Unable to create OpenGL context for device context 0x7d01173b
   at com.sun.opengl.impl.windows.WindowsGLContext.create(WindowsGLContext.java:122)
   at com.sun.opengl.impl.windows.WindowsGLContext.makeCurrentImpl(WindowsGLContext.java:150)
   at com.sun.opengl.impl.GLContextImpl.makeCurrent(GLContextImpl.java:134)
   at com.sun.opengl.impl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:182)
   at javax.media.opengl.GLJPanel$1.run(GLJPanel.java:596)
   at sun.java2d.opengl.OGLRenderQueue$QueueFlusher.run(Unknown Source)


I created a testcase that is avilable at: manhattan.agency9.se/testcase/testcasejide.rar

I'm using Java6, GL pipline and ATI x1600

Any ideas ?

// Tomas

15  Java Game APIs & Engines / JOGL Development / Unable to set pixel format on: 2007-03-01 18:10:33
Hi

I get a  Unable to set pixel format exception when I try to create add a GLCanvas() to a frame after I have done some some swing work.

This is the setup:

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JFrame glframe ;
 DefaultDockableBarDockableHolder dock = new DefaultDockableBarDockableHolder("Hi");
 glframe = new JFrame("1");
 glframe.setSize(100, 100);
 glframe.add(new GLCanvas());
 glframe.setVisible(true);

... if I change it to first init the Frame with the canvas it works:


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JFrame glframe ;
 
 glframe = new JFrame("1");
 glframe.setSize(100, 100);
 glframe.add(new GLCanvas());
 glframe.setVisible(true);
DefaultDockableBarDockableHolder dock = new DefaultDockableBarDockableHolder("Hi");


Then it works, the problem is that I realy need to create the canvas later.

The reported error is:

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Exception in thread "AWT-EventQueue-0" javax.media.opengl.GLException: Unable to set pixel format 5 for device context 0xffffffffa0012f43: error code 0
   at com.sun.opengl.impl.windows.WindowsGLDrawable.choosePixelFormat(WindowsGLDrawable.java:288)
   at com.sun.opengl.impl.windows.WindowsOnscreenGLDrawable.lockSurface(WindowsOnscreenGLDrawable.java:203)
   at com.sun.opengl.impl.windows.WindowsOnscreenGLContext.makeCurrentImpl(WindowsOnscreenGLContext.java:57)
   at com.sun.opengl.impl.GLContextImpl.makeCurrent(GLContextImpl.java:134)
   at com.sun.opengl.impl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:182)
   at javax.media.opengl.GLCanvas.maybeDoSingleThreadedWorkaround(GLCanvas.java:265)
   at javax.media.opengl.GLCanvas.display(GLCanvas.java:130)
   at javax.media.opengl.GLCanvas.paint(GLCanvas.java:142)
   at sun.awt.RepaintArea.paintComponent(Unknown Source)
   at sun.awt.RepaintArea.paint(Unknown Source)
   at sun.awt.windows.WComponentPeer.handleEvent(Unknown Source)
   at java.awt.Component.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.run(Unknown Source)


I'm running a Acer ferrari 5000 with ATI Mobility X1600, JOGL Feb14, and Java6 and I'm using the JIDE Docking Framework

Any ideas ?

// Tomas



 
16  Java Game APIs & Engines / JOGL Development / Re: Problems with VBO on: 2007-01-18 20:29:49
Aaa, thanks. Missed that Smiley
17  Java Game APIs & Engines / JOGL Development / Problems with VBO on: 2007-01-18 19:52:25
We have a problem when using VBO with Intel 82865G.

The question to isExtensionAvailable("GL_ARB_vertex_buffer_object"); return true, but we get an GLException when we try to generate the buffers saying: javax.media.opengl.GLException: javax.media.opengl.GLException: Method "glGenBuffers" not available

I think we have had this issue with ATI Xpress200 cards aswell ? Any idea ?

Is the card lying or is it jogl ?

// Tomas
18  Java Game APIs & Engines / JOGL Development / Re: Does JOGL work under Vista? on: 2007-01-18 19:46:53
From what I herd Vista where to ship with OpenGL1.4 emulated ontop of DX10. Have you tried that functionality ?

// Tomas
19  Java Game APIs & Engines / JOGL Development / Re: JOGL crashes under Gentoo Linux with Cg on: 2006-10-25 13:44:40
That did the trick, thank you !
20  Java Game APIs & Engines / JOGL Development / JOGL crashes under Gentoo Linux with Cg [solved] on: 2006-10-24 14:38:21
Hello !

I'm having an odd problem with JOGL and Cg on my Gentoo Linux system.
There is no problem to just create a window and draw something, but as soon as i create a Cg context and load a file (and nothing more), it runs a few seconds and then dies with an unexpected error. The funny thing is that Cg works during the time it's alive.
If the problem is under a heavy load (like compiling a program) it runs a bit longer, but still crashes after a while.
The problem appears to be related to Java, I can run C++/Cg programs with no problems at all.

I also tried this on another computer which is pretty similar as this one, and the problem is there too.

My system from the error log:
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---------------  S Y S T E M  ---------------

OS:Gentoo Base System version 1.12.5

uname:Linux 2.6.18-ck1 #6 Mon Oct 16 13:26:11 CEST 2006 i686
libc:glibc 2.5 NPTL 2.5
rlimit: STACK 8192k, CORE 0k, NPROC 4095, NOFILE 1024, AS infinity
load average:0.18 0.28 0.61

CPU:total 1 family 6, cmov, cx8, fxsr, mmx, sse, mmxext, 3dnowext, 3dnow

Memory: 4k page, physical 516196k(9948k free), swap 1004052k(999888k free)

vm_info: Java HotSpot(TM) Client VM (1.6.0-rc-b103) for linux-x86, built on Oct 19 2006 01:12:25 by "java_re" with gcc 3.2.1-7a (J2SE release)


The computer is an AMD 2200+ with an Nvidia 6600LE 256MB.
I've tried JOGL 1.0.0 and nightly, Cg 1.4.0, 1.4.1 and 1.5.0, glibc 2.4, Java 1.5.0 and different Nvidia drivers and the error is identical all the time.

It does not matter if I only load a vertex or a fragment program, even with different profiles.

Anyone who knows what might be wrong ?

Thanks in advance !
21  Java Game APIs & Engines / JOGL Development / Re: Problem with JSR231 April 20 release on: 2006-05-19 10:01:48
Done Issue 224.
22  Java Game APIs & Engines / JOGL Development / Re: Problem with JSR231 April 20 release on: 2006-05-16 14:23:16
I have attached a simple testcase of the issue. The problem seems to be that I don't get an context, but the big question is why ?
The testcase works with the Januaray and February release on OSX but not the April 20 release. The testcase uses the external context mechanism (setup against GLCanvas for test purpose) since the end product will be embedded in a legacy applictaion.

Thanks for the help
// Tomas
23  Java Game APIs & Engines / JOGL Development / Re: Problem with JSR231 April 20 release on: 2006-05-16 11:36:30
Quote
Both look to me like bugs in application code where there is either no current OpenGL context or no current OpenGL context at the JOGL level
This was my initial reaction, but  the code is stable and works with both the January and February releases of JOGL. Has the initialization process or the internal context mechanism changed between the Februaury and the April release ?

Quote
Please provide test cases for these problems if you need help tracking them down.
I'll see if I can extract a simple testcase, if I can't work this issue out.

Thanks
// Tomas
24  Java Game APIs & Engines / JOGL Development / GLSL frontend compiler for OSX ? on: 2006-05-15 15:47:42
Is there one ?
25  Java Game APIs & Engines / JOGL Development / Problem with JSR231 April 20 release on: 2006-05-15 11:56:58
Hi

We have encountered two issues when shifting from the Februrary 17 release to April 20.
The code works without issues with the February 17 release and the issues appear on both
OSX and WinXP and Java 1.5 (ATI and Nvidia hardware). When rendering we use a external context mechanism, however the actual context is still an GLCanvas for debug purpose. The issues are:

Issue1:

When building mipmaps we get a "NullPointerException"

Exception in thread "main" java.lang.NullPointerException
   at com.sun.opengl.impl.mipmap.Mipmap.closestFit(Mipmap.java:242)
   at com.sun.opengl.impl.mipmap.Mipmap.gluBuild2DMipmaps(Mipmap.java:687)
   at javax.media.opengl.glu.GLU.gluBuild2DMipmapsJava(GLU.java:1523)
   at javax.media.opengl.glu.GLU.gluBuild2DMipmaps(GLU.java:1579)
   at com.agency9.server.resources.optimized.GLTexture2D.allocate(GLTexture2D.java:21)
   at com.agency9.server.resources.optimized.GLTexture2D.<init>(GLTexture2D.java:16)




Issue2:

The second issue comes when we try to assign a glVertexPointer where we alos get an "NullPointerException".


java.lang.NullPointerException
   at com.sun.opengl.impl.FunctionAvailabilityCache$Version.<init>(FunctionAvailabilityCache.java:296)
   at com.sun.opengl.impl.FunctionAvailabilityCache.initAvailableExtensions(FunctionAvailabilityCache.java:133)
   at com.sun.opengl.impl.FunctionAvailabilityCache.isExtensionAvailable(FunctionAvailabilityCache.java:104)
   at com.sun.opengl.impl.GLContextImpl.isExtensionAvailable(GLContextImpl.java:328)
   at com.sun.opengl.impl.macosx.MacOSXGLContext.isExtensionAvailable(MacOSXGLContext.java:229)
   at com.sun.opengl.impl.GLImpl.isExtensionAvailable(GLImpl.java:27851)
   at com.sun.opengl.impl.GLImpl.initBufferObjectExtensionChecks(GLImpl.java:27994)
   at com.sun.opengl.impl.GLImpl.checkArrayVBODisabled(GLImpl.java:28064)
   at com.sun.opengl.impl.GLImpl.glVertexPointer(GLImpl.java:25295)
   at com.agency9.server.kernels.first.KernelImplementation.setMesh(KernelImplementation.java:263)



Cheers
// Tomas



26  Java Game APIs & Engines / JOGL Development / Re: Bug in cg ? on: 2006-04-06 22:55:41
I never found a solution to this issue and we where forced to do a workaround. Instead of passing in an array of matrices you can assign four Float4 arrays and combine them in the shader to a matrix.  I haven't tried this on Cg1.4 and JSR231 so I don't know if this still is an issue.

Good Luck
// Tomas
27  Java Game APIs & Engines / JOGL Development / Re: JSR231 craches under OSX on: 2006-03-31 13:30:25
Done, Issue 214

// Tomas
28  Java Game APIs & Engines / JOGL Development / Re: JSR231 craches under OSX on: 2006-03-27 17:37:29
Setting the size of the canvas seems to work with the "real app" aswell. Great work.

Thanks
// Tomas
29  Java Game APIs & Engines / JOGL Development / Re: JSR231 craches under OSX on: 2006-03-27 16:59:54
Quote
I still can't reproduce the crash
Ooops, did I say crash ... I meant hangs.

Quote
Does this modified version of your test case behave any differently on your machine?
It works, seems like setting the size to the canvas did the trick. Thanks, great work.
I will test the nightlybuild with the "real" app and see if the new build has cured the problems.

Cheers // Tomas Smiley
30  Java Game APIs & Engines / JOGL Development / Re: JSR231 craches under OSX on: 2006-03-24 16:25:05
Hi

The testcase still craches and I still don't get a context.  I downloaded the new build from https://jogl.dev.java.net/ frontpage dated 2006-03-24.  I've also switched java to 1.5.0_05-83. We have exprienced similar problem with JOGL 1.1 - 24 June on OSX.

Cheers
// Tomas
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