Java-Gaming.org Hi !
Featured games (90)
games approved by the League of Dukes
Games in Showcase (747)
Games in Android Showcase (226)
games submitted by our members
Games in WIP (829)
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 ... 34
1  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-12-20 20:42:32
Been looking at JavaScript game libraries. Every one I've encountered thus far is the same: register the assets you want to use. Register the sprites you want to render. Everything is held together with string identifiers. persecutioncomplex

I just want to load and display images without having to wrestle with a scene graph. Is that to much to ask?

Nothing is stopping you. Use the DOM as is or use the Canvas API. Or use a render library like pixi.js. Or use a a myriad of other libraries. Or use a game famework library.

https://jsbin.com/makiyayugo/edit?html,js,output

http://jin.fi/projects/Misc/puzzle/

http://tetris.jin.fi/
( live coding of it: https://www.youtube.com/watch?v=8agxceEtRRU )

http://ray.jin.fi/
( live coding of it: https://www.youtube.com/watch?v=beWpbN9AZ_M )

http://flapmmo.jin.fi/

e.g. this was made without any external frameworks or libraries: http://www.littlewargame.com/

The browser is just a weird menagerie of drawing/painting tools. Mainly/loosely SVG, CSS, Canvas -- bound together by jesus tape ( the DOM ).
2  Discussions / General Discussions / Re: Gosh, it's quiet in here on: 2017-11-06 01:46:31
Quote from: jonjava
~ snip ~

This is a little excessive, don't you think?

I'm really not trying to be dishonest. So it's not excessive apart from perhaps the speculation. But that's the honest impression I had of the situation whenever it was a year or two ago.

The fact is that it went nowhere and that's probably a good thing since it's not like that would've obviously improved things anyway, probably just made things worse.
3  Discussions / General Discussions / Re: Gosh, it's quiet in here on: 2017-11-06 01:39:34
jonjava, I'm wondering where you got that - you may want to reread my earlier replies, because I never even hinted at that.
You did bring it up so it's not a completely unreasonable interpretation. I mean obviously people are generally quite busy.

The rest of your response equally reads like a surreal plot twist,

A plot twist? Of what? A plot twist implies a trajectory that unexpectedly deviates or something like that - I don't particularly understand how a plot twist applies.

not sure where all the anger is coming from... me using JGO to learn modern web-dev for selfish reasons? You've gotta be kidding. If you have criticism, fine, share it, and I might identify with it, and try to improve my ways, I'm far from perfect, and we all know that, but this is just silly.

Well, I'm not being angry.

I'm just trying to be clear and honest. And truth is a sword that hurts but it's not anger. And I'm not saying that what I'm saying is the truth - it's just my impression of the situation based on old, most certainly somewhat partial, memories.

Obviously nobody is perfect and everyone makes mistakes, myself included.

Perhaps we have an archived link on the topic? Although I'm not really that interested in sorting through old comments.

But I think your comment of the situation wasn't exactly accurate.
4  Discussions / General Discussions / Re: Gosh, it's quiet in here on: 2017-11-06 00:15:46
But it fell flat partly because Riven wouldn't play ball IIRC
There was nothing properly suggested, just 2 or 3 forum-posts of devs that were willing and lacked relevant experience - in the mean time, I had (and still have) an extraordinary tiny amount of spare time, even my evenings and weekends are swallowed up. It's easy to suggest you're willing to take up the task, it's very hard to actually finish a project to the state it's ready for 'production'. Not just for the small group of inexperienced volunteers, but also for me.

As I recall, and I may have some of the details wrong, you weren't willing to accept any help let alone entertain the possibility. It seemed to me like you were using the idea to some degree as an excuse or opportunity to learning modern web development with aspects of it masquerading as some kind of heroic altruism. Not at all a serious or competent consideration in my estimation.

And to imply that suggestions or expertise was lacking is quite presumptuous given that you weren't listening and, at least at the time, your own understanding of modern web development was quite self evidently - in my opinion - somewhat bankrupt.

To suggest you're the only one without a lot free time then, now or otherwise is at the very least misguided.
5  Discussions / General Discussions / Re: Gosh, it's quiet in here on: 2017-11-05 21:55:27
We did try migration at one point. One or two years ago. There was an attempt™. But it fell flat partly because Riven wouldn't play ball IIRC and honestly it probably would've been a lost cause anyway given the state of the game currently. To not even mention the weight of sorting out such a complex enterprise to begin with.

I think java-gaming.org should pivot to some degree.
6  Discussions / General Discussions / Re: Gosh, it's quiet in here on: 2017-11-03 21:26:18
A few years ago I realized that everything I wanted to do with Java I could do with NodeJS and the Web ( browser ) much, much easier. Very rarely have I got projects that require something like Java ( like accessing direct memory through JNI ) -- and often then I could replace it with something else.
7  Java Game APIs & Engines / Engines, Libraries and Tools / Re: [Slick2D] Inconsistent collision because of frame rate dependency. on: 2017-10-31 13:50:16
Use fixed step instead of variable step.
8  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-10-22 22:21:46
@theagentd

Ah, so the scenario is essentially 1 source of gravity where the precise positions of the ships/particles affected by it comes to play? But then why is the calculations so taxing? What makes this so different than anything else? The precision? The magnitude/amount of bodies? Why wouldn't e.g. a QuadTree based solution work?
Simulating the physics takes 0.27 ms for ~1 million ship, and this is GPU bandwidth limited, so I an have up to 8 sources of gravity before I get any drop in performance. If it's just the simulation, it can easily be done for over 10 million ships. The problem is the collision detection really. Hierarchical data structures are usually not very efficient on the GPU, and constructing them on the CPU would require reading the data back, constructing the quad tree, then uploading it again to the GPU, which is gonna be too slow. In addition, actually querying the quad tree on the GPU will be very slow as well; GPUs can't do recursion and computations happen in lockstep in workgroups, so any kind of branching or uneven looping will be very inefficient. It's generally a better idea to use a more fixed data structure, like a grid instead, but that's a bad match in this case. The large scale of the world, the extremely fast speed of the ships and the fact that ships will very likely be very clumped up into fleets means that even a uniform grid will be way too slow.

The idea of sorting the ships along one axis and checking for overlap of their swept positions (basically treating each ship as a line from its previous position to its current position) was inspired by Box2D's broadphase actually. I concluded that sorting was a simpler problem to solve than creating and maintaining a spatial data structure (especially on the GPU), but after testing it out more I'm not sure it's a good solution in this case. For a fleet orbiting in close formation, there's a huge spike in sorting cost when the orbit reaches the leftmost and rightmost edges of the orbit when the order of the entire fleet reverses. There are also problems when two large fleets, one moving left and the other right) cross each other, again due to the two fleets first intermixing and then swapping positions in the list once they've crossed... Finally, there's a huge problem with just fleets travelling around together. A fleet of 10 000 ships moving very quickly together will have overlapping swept positions, so all 10 000 ships will be collision tested against each other.

I got a lot of thoughts on this problem, so if you want to have more of a discussion about this, I'd love to exchange ideas and thoughts on this through some kind of chat instead.

A very insightful clarification covering several levels of analysis, thank you~

My time is limited as of late, not that I'd necessarily be able to contribute anything meaningful to the discussion anyway. But it's an interesting topic I don't think anyone here wouldn't mind seeing more posts of in the future.
9  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-10-22 19:56:36
@theagentd

Ah, so the scenario is essentially 1 source of gravity where the precise positions of the ships/particles affected by it comes to play? But then why is the calculations so taxing? What makes this so different than anything else? The precision? The magnitude/amount of bodies? Why wouldn't e.g. a QuadTree based solution work?
10  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-10-22 15:08:17
@theagentd

How "realistic" does it have to be, though? Wouldn't something like the Barnes-Hut algorithm be "good enough" for most cases?

http://arborjs.org/docs/barnes-hut
https://en.wikipedia.org/wiki/Barnes%E2%80%93Hut_simulation
http://www.cs.princeton.edu/courses/archive/fall03/cs126/assignments/barnes-hut.html
11  Game Development / Newbie & Debugging Questions / Re: Hosting game/demo file for download on: 2017-10-06 18:32:40
The strawmanning is real ITT.
12  Game Development / Newbie & Debugging Questions / Re: Hosting game/demo file for download on: 2017-10-04 17:26:39
@Icecore
I'm being racist? Really? Do you even know what it means? What makes the hammer and sickle logo any less murderous, reprehensible or pathological than, say, the swastika?

I'm all for criticism by the way. I think it's vital for a free society to be able to criticize anything and everything. That goes both ways of course.
13  Game Development / Newbie & Debugging Questions / Re: Hosting game/demo file for download on: 2017-10-03 20:54:44
It's a nice guide indeed but it's not as "simple" as that. ISP's won't let you host your own server willy nilly not to mention availability, reliability and robustness without even thinking about security yet. Ease of use and maintenance also have value.

@gouessej could use a little less propaganda ( for lack of a better word ) though. I mean the hammer and sickle logo isn't very flattering for one thing. :d
14  Game Development / Newbie & Debugging Questions / Re: Hosting game/demo file for download on: 2017-09-30 11:40:40
And you can create temporary public links to your private resources on S3 among other things.
15  Game Development / Newbie & Debugging Questions / Re: Hosting game/demo file for download on: 2017-09-29 18:49:51
Amazon S3
16  Game Development / Newbie & Debugging Questions / Re: 2 questions, coding MMORPG in Java on: 2017-08-15 17:42:08
1. It's a silly question to begin with -- why restrict yourself arbitrarily?

2. Same as 1.

3. Most likely not. Possibly. Definitely the other way round. Net code is hard and can't simply be slapped on.

Also, as a tip, since you're way out in the water swimming with sharks -- why not try something a bit more tangible first -- make 2d multiplayer game with HTML5 for example with the backend in NodeJS/Socket.IO -- relativiely easy setup into networking with the tools to draw stuff on the screen.
17  Game Development / Game Play & Game Design / Re: Raycasting in a 3d game to create hitscan weapons on: 2017-08-13 21:17:41
..aren't you already using raycasting when rendering the game?

Essentially raycasting is casting a bunch of rays/projectiles in an arc around the camera -- these rays/projectiles have a direction they step through and check for collisions -- when they hit something they stop and you'll know the distance they travelled (so that you can draw the walls/etc big/small based on how far away they are from the camera).

eg:
https://github.com/talmobi/raycast/blob/master/app.js#L177
http://ray.jin.fi/
18  Discussions / General Discussions / Re: Steam Greenlight to be replaced with Steam Direct on: 2017-07-19 02:08:11
games have a gender?
19  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-07-01 12:22:17
Ah...cunt + straight pride week?  Nope, he's being an ass.  Even if being straight was illegal and/or got you killed in some places the cunt bit would ruin any potential point.

<snip> the cunt bit would ruin any potential point.

lmao. That's retarded.

I like how you use the words "potential" to insinuate there's no point behind the tweet -- and the word "ruin", almost as a synonym for "invalidate" (but you can't use that word since that would suggest that there indeed was a point behind the tweet), to suggest that even if there was one it would be of no merit due to the way it was presented.

Obviously he's being an ass but cmon bruh.
20  Game Development / Networking & Multiplayer / Re: Online networking question(s) on: 2017-06-05 14:13:52
You're mixing layers https://en.wikipedia.org/wiki/OSI_model

Generally TCP and UDP are used. Depends on the game. Most likely there's already some kind of API that does most of the heavy lifting for you so you don't have to deal with the Transport layer yourself too much.

I suggest you stick to TCP unless there's a specific reason why you would need UDP.

TCP and UDP in itself are quite low level -- there's so much more to net code in games.

eg: https://www.youtube.com/watch?v=vTH2ZPgYujQ
21  Discussions / Miscellaneous Topics / Re: Silly Programming Mistakes on: 2017-06-05 07:17:55
Only since 7.6. And if you got callback hell you're probably doing something wrong to begin with.

Not that there's anything wrong with Promises (async/await) per se as long as you know what you're doing.

@kingroka123

You should avoid using the 'new' keyword entirely, it's not necessary (unless some odd api requires it for some god forsaken reason).
22  Game Development / Game Mechanics / Re: Isometric Mouse Collision? on: 2017-05-29 14:12:05
Perhaps s.width / s.height doesn't correspond to the actual tile width/height (not necessarily the same as sprite width/height)

Nevertheless if the error remains constant on all the tiles it's just a small offset issue -- try adding +- offsets to the tiles until you get the correct behavior -- then you will know the actual error offsets in numbers and it might help you pinpoint the actual issue.
23  Game Development / Game Mechanics / Re: Isometric Mouse Collision? on: 2017-05-29 00:42:10
Seems like a sprite anchoring issue (should be top corner pixel of your isometric sprite) (the first tile top corner should be smack middle on the top left corner of the screen) -- that or screen offset issue.
24  Discussions / General Discussions / Re: Coding music! on: 2017-04-22 19:14:25
And here's a bit of a different mix from the previous genre

<a href="http://www.youtube.com/v/tGunmdqA82I?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/tGunmdqA82I?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/Jd4TgKaE6FI?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/Jd4TgKaE6FI?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/Nr_z2Imadn4?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/Nr_z2Imadn4?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/BsEu1EAma48?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/BsEu1EAma48?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/_1FagYg2m5c?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/_1FagYg2m5c?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/BEmgRaHt2tc?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/BEmgRaHt2tc?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/pA0VMbVgeQw?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/pA0VMbVgeQw?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/r8pIfZ1EIbA?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/r8pIfZ1EIbA?version=3&amp;hl=en_US&amp;start=</a>
25  Discussions / General Discussions / Re: Coding music! on: 2017-04-22 18:45:59
<a href="http://www.youtube.com/v/LYOtZvwNCsc?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/LYOtZvwNCsc?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/BMOsLAz4II4?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/BMOsLAz4II4?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/rSGnNMnvM6M?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/rSGnNMnvM6M?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/zJqLH8EA2rM?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/zJqLH8EA2rM?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/A9ew7glBHy0?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/A9ew7glBHy0?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/e_63m0rwhLc?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/e_63m0rwhLc?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/HL_3D4b3UZM?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/HL_3D4b3UZM?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/QpDn4-Na5co?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/QpDn4-Na5co?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/sFwcLC5HC9I?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/sFwcLC5HC9I?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/1AHNQZwCkd8?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/1AHNQZwCkd8?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/l3NoYyNKSXQ?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/l3NoYyNKSXQ?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/rShyYcdWeK0?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/rShyYcdWeK0?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/whRcgZrUWwU?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/whRcgZrUWwU?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/2Cw0lK6n5Y8?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/2Cw0lK6n5Y8?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/Dj173JEwJR8?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/Dj173JEwJR8?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/KdbNc8QzXpo?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/KdbNc8QzXpo?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/mv1XUyRqcGU?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/mv1XUyRqcGU?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/UJsUpeXK6Jo?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/UJsUpeXK6Jo?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/1Vsf3zYppP4?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/1Vsf3zYppP4?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/SHCY9a0KEvs?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/SHCY9a0KEvs?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/yergWdn968o?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/yergWdn968o?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/DY1s9SmrQRE?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/DY1s9SmrQRE?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/MB5mRTkJmFA?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/MB5mRTkJmFA?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/qApOLaLYZb0?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/qApOLaLYZb0?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/UF9GNLzaIwg?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/UF9GNLzaIwg?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/HMLrn_bLmT0?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/HMLrn_bLmT0?version=3&amp;hl=en_US&amp;start=</a>
<a href="http://www.youtube.com/v/d_HlTGzkKeE?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/d_HlTGzkKeE?version=3&amp;hl=en_US&amp;start=</a>
26  Discussions / Miscellaneous Topics / Re: What I did today on: 2017-04-18 02:14:48
Played around with ffmpeg and headless browsers:

gif reverser thing:

http://i.imgur.com/7hYptTI.gif
http://gifr.jin.fi/http://i.imgur.com/7hYptTI.gif
http://gifr.jin.fi/https://lovelace-media.imgix.net/uploads/413/3b2629e0-9542-0133-6dce-0e87cd6e10c7.gif


Opens a url, flips the images, transforms a's to å's and o's to ö's

http://nordicshot.jin.fi/http://java-gaming.org
http://nordicshot.jin.fi/https://imgur.com


And a site thumbnail shortcut thing:

http://qs.jin.fi/?url=https://slashdot.org
27  Game Development / Networking & Multiplayer / Re: Saving characters online. on: 2017-04-08 17:37:39
WoW uses Oracle RDBMS which is an SQL like thing. Relational databases aren't going anywhere - pretty much every MMO should be built around one.

SQL in general is not waning in usage. There are many flavours of it.

NoSQL databases have their place but won't probably ever compete with relational databases.

Use what make sense. A lot of big projects use many databases for different purposes. Redis is quite popular as a cache for example.

Big messy projects like an MMO will (should) definitely use a relational/SQL database. NoSQL databases don't even come close for those kinds of use cases. At least not yet, probably never.

My favourites in these categories are Postgres (SQL), MongoDB (NoSQL) and Redis (message broker, cache)
28  Game Development / Newbie & Debugging Questions / Re: 3D dungeon crawler on: 2017-03-19 22:30:57
There is no best way.
29  Java Game APIs & Engines / Java 2D / Re: Axonometric Projection? on: 2017-03-07 14:30:19
LiquidNitrogen has the right idea; what were you even thinking with `Math.atan(0.5)`?

Note that the order of the transforms matter (scaling, rotating, translating); May vary between implementations/engines.

Demo I made out of boredom: https://jsbin.com/gadevexuwi/1/edit?html,output
30  Game Development / Game Mechanics / Re: Simulating orbital gravity with a prediction of trajectory (Multiple attractors) on: 2017-02-22 21:58:40
Yeah, so simulate it.
Pages: [1] 2 3 ... 34
 
xxMrPHDxx (133 views)
2017-12-31 17:17:51

xxMrPHDxx (43 views)
2017-12-31 17:15:51

xxMrPHDxx (53 views)
2017-12-28 18:11:33

Ecumene (219 views)
2017-09-30 02:57:34

theagentd (327 views)
2017-09-26 18:23:31

cybrmynd (371 views)
2017-08-02 12:28:51

cybrmynd (408 views)
2017-08-02 12:19:43

cybrmynd (375 views)
2017-08-02 12:18:09

Sralse (346 views)
2017-07-25 17:13:48

Archive (1113 views)
2017-04-27 17:45:51
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
java-gaming.org 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‑gaming.org
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!