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1  Java Game APIs & Engines / Xith3D Forums / Re: Will Xith3D utilise java 1.5 features soon? on: 2004-03-06 15:48:52
:-/ Im not sure it is a good idea to "hurry" the jump to jdk 1.5 . This last is far to be stable enough for the moment.
2  Java Game APIs & Engines / Xith3D Forums / Re: is down ? on: 2004-02-26 10:09:24
Java Cool's dude JWS demos do not work anymore.  Embarrassed
3  Java Game APIs & Engines / Xith3D Forums / is down ? on: 2004-02-26 06:54:18

I can't access anymore to

Did the site move ?  Huh
4  Java Game APIs & Engines / Xith3D Forums / Re: Threading model on: 2004-02-23 12:59:18
Why not to use a lock object?

If a thread wants to modify the Scenegraph, it then class a "lock()" method on our lock object, and "unlock()" when done. The call of lock on concurrent access force the calling thread to sleep if scenegraph already in use.

It's simple, fast and does not consume any resource to put in place.
5  Java Game APIs & Engines / Xith3D Forums / Re: glActiveTextureARB not supported on uni's PCs on: 2004-02-23 12:22:47

I got too some pb with Xith3d on my work desk whom opengl version was '1.1.0'. Since then I updated drivers to a '1.1.2' (better version I could get for this card).

It solved many errors and now the apps do not crash anymore as yours. The only result is that some demos do not display correcly or at all.

Xith3d needs 1.2 opengl drivers at least. All 1.1.x versions won't behave normally. It's as it, sorry for you. Wink
6  Game Development / Shared Code / Re: beautify your shared code on the fly on: 2004-02-09 09:33:41
Nice Smiley
7  Java Game APIs & Engines / Xith3D Forums / Re: Using multiple views on: 2004-01-21 10:45:35
I find interesting to point this problem.

How to display multiple views of the same scene? It becomes usual today in many online games to have a spectator view. So it could be interesting to have on the same screen a view from a player, a view from another player but in chase mode, etc...
8  Java Game APIs & Engines / Xith3D Forums / Re: Code explanation on: 2004-01-21 10:36:24
Perhaps is it (again) a problem of low/high bit weight ?  Tongue
9  Java Game APIs & Engines / Xith3D Forums / Re: Importers: Status, features, future on: 2004-01-21 10:20:02
How to make approved for model loaders? I coded a MD2 loader from my own , trying to keep code clean and optimized  enough (load < 1sec) to be efficient. I'm currently designing it for xith.

It would be interesting to have a "wish list" to know what kind of model format is the most plebiscited Smiley
10  Game Development / Performance Tuning / C/C++, Python, C#, Java benchs. Results surprising on: 2004-01-09 11:19:49

I found an interesting article on the net with benchmarks between all the most popular languages. Results are surprinsing. Especially JDK 1.4.2 results.

11  Game Development / Shared Code / Re: beautify your shared code on the fly on: 2004-01-08 07:08:49
Nice, but what about putting your script online?

would be nice to acome on your website and to put source code in a text area, and then getting the html code in output in another text area  Wink
12  Discussions / General Discussions / Re: Java Emulator Framework on: 2002-12-02 06:46:46
I agree with Seb. Your design matches what I think could be a good design (more object oriented). I would like to add that on a Hostpot VM, the result would be better because the VM would easily identify the most frequent opcodes array access. We all know that in a game 90% of the CPU is monopolized by the same 20% of the code.
We progress Smiley
13  Discussions / General Discussions / Re: Java Emulator Framework on: 2002-11-27 07:53:22
Seems interesting. But I'm not sure the "fastest way" is the "better way". I think what is important in this project is not to get the fastest emulation code, but a fast development code.

To resume, what is important is not to be the fastest, but to be fast enough... Smiley
14  Discussions / General Discussions / Java Emulator Framework on: 2002-11-04 10:15:08
As Java is a great standard, as it offers a lot of nice patterns, as it is a sooo fast runtime language, I wonder why there is no Emulator Design Framework attempt?

I know there is a lot of Emulators project in Java. But there is no project to try to federate them such as has been done with MAME. So, (just to start) I propose:
  - A standard CPU pattern: all CPU emulations attempt have some basic standard functionalities such as cycles management, IRQ management, etc...
  - A set of assembly instructions
  - some CPU input/output: CPU ports management, etc...
  - some very specific hardware management (i.e. custom manufacturer chips)

There could be too a game driver pattern such as in MAME.

hope will interest someone ... Smiley

Note: Sorry for my poor english. Frenchie little guy Wink
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