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61  Discussions / General Discussions / Re: Game development basics in java on: 2004-07-27 09:48:46
You can also try my basilisk:

Highly inspired by the Java Game Programming Book (in particoular for the audio code)
62  Java Game APIs & Engines / JOGL Development / Re: rendering stops after first frame on: 2004-07-26 02:57:22
I can confirm the crash on repeately runs of the jogl application, with or without ATI workarounds enabled.

I tried to run JOGL on j2 5.0 b3 and it crashes almost everytime. In 1.4.2 the crashes are sporadic but more common if you try to run the app two times straight with a short dealy between them.

The behaviour cannot be reproduced everytime I try to crash it Smiley
63  Java Game APIs & Engines / Java 2D / Re: customizing JFrame decorations on: 2004-07-26 02:35:30
I second kevglass, writing L&F is not that difficult.

You can also live with swing and change only basic elements like color, images and borders to obtain a radically different L&F.
64  Java Game APIs & Engines / Java 2D / Re: Swing buffering / window switching bug on: 2004-07-26 02:30:29
May be a driver issue? Never noticed that so far...
65  Game Development / Newbie & Debugging Questions / Re: Particle systems, pooling and classes on: 2004-06-10 11:04:58
I agree with Cas, if objects are small enough (just the case of particle entities) CG and contextual creations is not so bad.

We are using this direct technique on MK1 and without any apparent glitch even on low end PC (like 800Mhz or less).
66  Game Development / Newbie & Debugging Questions / Re: Displaying buttons at startup on: 2004-06-10 11:01:19
Calling paint on a component will repaint the component but I guess is badly placed.
Try to use the update method to trigger components repaint, this way you should be more coherent with the Swing gfx pipeline.

public void update (Graphics g) {
67  Game Development / Newbie & Debugging Questions / The right way to do a configuration window on: 2004-06-02 06:28:29
Posting here since I don't know whre to post it otherwise.

What I need to achieve is a configuration window that will pop-up before the game main window when the game is started to so some resolution configuration/splash screen/this type of thing.

The problem is that I seem to not be able to avoid the AWT event pump. The problem is that when the user clicks the play button, the game starts up but the input sometimes freeze up for some seconds and there's always a general drop of performance.
I'm using the technique used for splash screens: before they'll disposed, they'll spawn another thread that will run the main window.

Snippets time:

This is the Thread I use to spawn the game main window while disposing the preliminary splash screen/config window:

final Runnable closerRunner = new Runnable(){
        public void run() {
            //the main game window.
            MainWnd mw;
            mw = new MainWnd();
            //this one starts the main game
            //loops and quit only when the user
            //quits the game

This is the code I use in the actionPerformed event of the play button:

Thread closerThread = new Thread(closerRunner, "Closer");
        //This will hide the config window
        //& dispose it

In what I'm wrong (because I must be wrong?).
68  Game Development / Game Play & Game Design / Re: Big Multiplayer Online Games on: 2004-05-31 12:03:52
Well some really massive multiplayer games exists, like Eve Online that sports a playerbase of around 10k people simultaneously connected in a huge universe. It will aqcuire the result in a surprisingly elegant yet simple manner (almost anything is player-based and the economy driven world is modeled inside a gargantuan database).
And it's one of the most innovative and fresh MMORPG around the lot. No powerleveling at all, for example.

The matters about 1 million AI is a bit out of scope IMHO. If you're thinking of so much AI you can use a statistical/probabilistical model to approximate individual behaviours and evolution in the behaviour itself. In either case the number is so huge that the single particle is not of the same magnitude order of the whole, so it shouldn't be modeled as a single entity.

I think that you may find some answers to your questins reading something about full scale analisys of social and political behaviours to learn how to model a "model of masses".
69  Games Center / Java Technology Game Development Contest - 2004 / FAX number for outside US on: 2004-05-22 11:32:31
I'm going to fax the entry form from Italy
Will this number do the trick or I need some other area code outiside US?

001 408 276-6193

or if you prefer

+1 408 276-6193

Thanks in advance.
70  Java Game APIs & Engines / Java Sound & OpenAL / Re: Sound "Lag" on: 2004-05-01 06:09:25
Well, if you're using Clip you're already using different lines for every Clip (and it's a very bad implementation for sounds in a game).

A better method is to cache sounds in a byte array and use it to play them, instead of using streaming directly from disk.

Precaching sound is better becaure the other way you will always have lag, since your HD will have to fetch the file and play it. Usually sound FX (even if WAV) are really small (a bunch of KB), so you can have even hundreds of them in memory without reaching even a MB of RAM spent...
71  Discussions / General Discussions / A good place to post to find graphical artists? on: 2004-04-17 10:29:28
Well, I've reached the black hole of every game development phase: the game is done, some of the graphics are there (since I'm pretty good expecially with static images Smiley ) but the need of a good 2D animator is really needed....

The problem is: even if the project is commercial (shareware, indeed) it's really hard to find a sprite designer. Any hints on how we can find one?
72  Games Center / Archived Projects / Re: UridiumGL on: 2004-04-09 13:14:37
Yes, it definitely have issues with radeons (with mine too).

But it's really good!
73  Java Game APIs & Engines / Java 2D / Re: fullscreen doublebuffering and swing on: 2004-04-08 20:25:48
The question is pretty simple: we're making an Open Press article over of it (look at

You need to override the basic RepaintManager, and set it as default.  You have to override every method that will handle invalid components and dirty regions and leave them blank.

Then you should instantiate it and call the method to disable double buffering (  setDoubleBufferingEnabled(false) ) for Swing, and finally register the new RepaintManager you instantiated with the static method  setCurrentManager().

Now you can perfectly use Swing in a active rendering loop, given you'll will call paintComponents for your main frame.

In the article will be also some hints and tips to display dialog boxes and draggable and resizable windows in fullscreen exclusive mode.
74  Discussions / General Discussions / Re: Wanted: screenshots, tutorials, demos on: 2004-04-08 20:12:17
Ops, I forgot about Basilisk Smiley

It's a 2D only collection of classes for handling some general issues with games, not a real game engine: we have classes to allow polling over the AWT event queue, some different tile mappers, a Game State Machine, handlers for sprite animations, sprite hierachies and different collision models.

Basilisk is quite mature and will be released very soon (I hope the week after easter).
75  Discussions / General Discussions / Re: Wanted: screenshots, tutorials, demos on: 2004-04-08 20:08:53
Well, currently our Stirge engine is doing great but is not yet ready for the public (probably it will be publically released when Tiger will be out, to sort out some issues and to benefit of OpenGL acceleration in "software" mode).

Stirge is a 3D engine capable of scaling from a full-java implementation to native OpenGL and capable of providing some degrees of accuracy in 3D calculations (form double precision to lookup tables).

We are using it in Architectural and Enviormental Design applications and simulations and it has performed greatly, we're planning to make a game out of it soon (probably something like the great Terminal Velocity), too.
76  Game Development / Newbie & Debugging Questions / Re: Browsing files in jar and outside jar on: 2004-03-09 20:48:34
...or just an API to retrieve the path of the class starting the application (assuming that as application root)

...or the path of the class file the current instance is based of

I must also admit that knowing too much on the application surroundings can be prone to security exploits if the application is allowed to have unlimited control on the machine.

Doh! for example an app with a pluggable interface (like mine) can be prone to maliciuos pluggable classes (maybe is better using a data file for defining solitaires and a simple editor???)
77  Game Development / Newbie & Debugging Questions / Re: How to use external L&F with another Java on: 2004-03-09 17:00:40
And also not so legal  Roll Eyes
78  Game Development / Newbie & Debugging Questions / Re: How to use external L&F with another Java on: 2004-03-09 17:00:07
Well, you can't insert directly the line you must know what to do and HOW to do using raw bytecode instructions or maybe decompiling and recompiling the modified code (not so simple).
79  Game Development / Newbie & Debugging Questions / Re: How to use external L&F with another Java on: 2004-03-09 13:38:30
Found a better and general method Smiley

public static void setUIFont (javax.swing.plaf.FontUIResource f){
    // sets the default font for all Swing components.
    // ex.
    //  setUIFont (new javax.swing.plaf.FontUIResource("Dialog",Font.PLAIN,12));
    java.util.Enumeration keys = UIManager.getDefaults().keys();
  while (keys.hasMoreElements()) {
      Object key = keys.nextElement();
      Object value = UIManager.get (key);
      if (value instanceof javax.swing.plaf.FontUIResource)
        UIManager.put (key, f);

This method iterates and changes every FontUIResource key provided by the UIManager. A bit too heavy on computation and can really mess up thing if what you want is to change only certain components...

To change just a generic class of controls (much better IMHO) try this:

UIManager.put("Label.font",new Font("Dialog", Font.PLAIN,12));
80  Game Development / Newbie & Debugging Questions / Re: How to use external L&F with another Java on: 2004-03-09 13:23:25
Unless the app can scan for additiona L&F you can't but as you suggested maybe you can hack the class files to load the new L&F (nver tried that but I guess it can be done).

You can use the setFont method on the menu and set to to a "Dialog" PLAIN font :

myMenu.setFont(new Font("Dialog", Font.PLAIN, 12));

If you plan to apply this font on a lot of components you shoul create it once and use it where is needed or just wait that someone else come out with a better way of doing it Smiley
81  Game Development / Newbie & Debugging Questions / Re: Browsing files in jar and outside jar on: 2004-03-09 11:06:06
Thanks Jeff, it works.

But only if I run the JRE in the console from the same directory of the jar/class files, otherwise it returns the working path of the java executable.
It works also if I prepare a shortcut with the given working directory in Windows.

Any deployment hints? Will Webstart set it up by itself the right way (cannot try because don't have a web server configured to handle jnlp properly right now)?
I have to provide some installation/running script (that can be broken easily and is hard to work with for the average user - expecially for Windows users -)?
82  Game Development / Newbie & Debugging Questions / Browsing files in jar and outside jar on: 2004-03-09 04:17:57
Ok, in my solitaire software (version 0.3 will be public soon) I wanto to use multiple cards and deck backside. The technique I used to provide themes i pretty simple: for cards every subdirectory in imgs/cards is a deck theme, and for the cards backside the program should look in imgs/backs.

The only problem is that, after a week of tampering I was unable to browse effectively the files available in the jar and othside the Jar.

(In the Jar)
I can access single reources with ClassLoader.getResource() and getResourceAsStream() but as far I tried I cannot use File to enumerate the files in a directory (for example to browse the backsides...).
Another thing I noticed in many other apps for java is that usually the program can check for data in the folders in the jar or in a same folder placed at the jar level where the application is installed (since my solitary architecture is pluggable this is a must to allow others to add their solitaires preserving the application integrity).

(Outside Jar)
Another thing that bothers me is that File seems not be able to resolve relative pathnames in Windows, no matter i use "imgs\\" or ".\\imgs\\" to locate the imgs directory it will fail always. Only if I provide the integral pathname of the directory it will locate it and let me browse files.
I tried system preferences to retrieve the path where the application is installed but the only place is store is in the classpath, togheter with other directories (and how the program will know where the user put it?).
83  Game Development / Newbie & Debugging Questions / Re: Pass optional parameters to Methods? on: 2004-03-09 03:49:31

That is neat
84  Java Game APIs & Engines / Java 2D / Re: Managed Image creation on: 2004-03-04 10:53:32
Great!  Grin
85  Java Game APIs & Engines / Java 2D / Re: Managed Image creation on: 2004-03-03 18:04:27
This is the way I should phrase my first question  Tongue

I checked a couple of examples/literacy/common practices here & there and using Local and Default devices is a common solution (even if is awesomely slow).

Expecially if what you want is only having an hardware accelerated image.

My concerns about dual display just holds (maybe I should check on hardware at University)...

The fact that BufferedImages will be always managed (even when created with new) is just corridor-talk or is confirmed for 1.5?
86  Java Game APIs & Engines / Java 2D / Re: Managed Image creation on: 2004-03-03 15:00:26

I was concerned about startup time but I was writing a class to manage animations & frames (it's not a component) and I want it independent from the GUI (I ditched the old code that got the GC from the JFrame of the application) so we can use it on startup (before even creating the GUI or other visual components).
87  Java Game APIs & Engines / Java 2D / Managed Image creation on: 2004-03-02 07:46:33
I create Managed Image via the GraphicsConfiguration.createCompatibleImage()
but i concerned if my code to create managed images is robust enough:

GraphicsEnvironment ge = GraphicsEnvironment.getLocalGraphicsEnvironment();
GraphicsDevice gs = ge.getDefaultScreenDevice();
GraphicsConfiguration gc = gs.getDefaultConfiguration();

Is this a good way to acquire a GC to create Managed Images with or I have to enumarate devices and stick with the gcs currently used by the device (is so hou can acquire the gc currently used?).

My app is passive-rendered and windowed.

The fastest way to acquire accelerated sprite images is to load an image via ImageIO (a good way to load image with alpha channels without too much hassle) and then blit the Buffered Image I obtain in a Managed BufferedImage?

This method works but is really slow!
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