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Pages: [1] 2 3 ... 5
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Game Development / Newbie & Debugging Questions / JFileChooser, language support
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on: 2007-08-28 16:25:49
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I am wondering, is there any way of replacing these
"Look in" "File Name" "Type of File" "Cancel"
With language strings so I can support more than English? Am I wrong, maybe those translations already exist in Java but I need to set the localization somehow to get them??
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2
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Java Game APIs & Engines / Java 3D / Re: Converting C++ directx code to Java, easy?
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on: 2007-08-08 12:33:34
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Wow, that was a quick reply! So you were able to mix them, that is great! That is also what I intend to do on my project if I switch to openGL since the Swing UI is fast enough so I want to keep the advantages of the already built Swing components to not have to reinvent the wheel 
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3
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Java Game APIs & Engines / Java 3D / Re: Converting C++ directx code to Java, easy?
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on: 2007-08-08 12:15:23
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Doing openGL means switching to at leist a AWT Canvas. So wondering, has anyone tried mixing openGL with Swing? I have a JFrame which contains 3 swing JPanel and where my map and drawing is done in the center one. So one northPanel, southPanel, centerPanel
Is it possible to have the openGL canvas in center while still using Swing components in the north and south without them interfering with each others because that would be GOLD and means the switch from Swing to openGL would be much easier.
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4
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Java Game APIs & Engines / Java 3D / Re: Converting C++ directx code to Java, easy?
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on: 2007-08-01 09:28:39
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you shouldn't need to download the lwjgl source jar, the full slick download comes with all the dependancies its needs (unless you are using an OS other than windows in which case you'll have to grab the natives for that version of lwjgl), you just need to add the lwjgl.jar to your external jar path.
You are correct, the JWGL is inside the Slick. But regardless, both the jar files and the.Java files misses classes like GL11 for example. I placed all jars in the same place where I placed Jogg and Jorbis jars that I used from before but I cannot import certain classes because they do not exist. Also, downloaded GL11.java from the Internet but when I compile I get "GL11.java": illegal character: \64 at line 717, column 22" "GL11.java": <identifier> expected at line 717, column 50" ... ... ... errors everywhere example of methods that give error. void glAccum(@GLenum int op, float value);
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5
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Java Game APIs & Engines / Java 3D / Re: Converting C++ directx code to Java, easy?
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on: 2007-08-01 00:16:23
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Downloaded these 2 packages lwjgl-source-1.1.zip slick.zip
and extracted them in the correct path and tried using Slick.
There are still source files missing when I try to import for example
import org.lwjgl.opengl.GL11;
By the way I am using Java 1.4 still (because my JDE does not support newer Java) now if that would have anything todo with it.
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7
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Game Development / Performance Tuning / Java 7 and Swing drawing graphics, slow?
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on: 2007-07-30 22:16:21
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When I switched from my Java 5 to Java 6 my Swing drawing lost like 75% of its drawing speed so I had to basically either stay with Java 5 or switch to Java 6 and convert all my code using some better graphics engine. I chose to stay with Java 1.5 for the moment.
Now with Java 1.7 out, has anyone tried it and does it work well drawing Swing or do I need to get away from Swing to get enough frame rates to make a 2D game?
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8
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Java Game APIs & Engines / Java 3D / Converting C++ directx code to Java, easy?
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on: 2007-07-25 22:08:22
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I have a pretty ok codebase in Java now but would like to speed up my drawing. I am currently using pure swing so I am totally platform independant. I have contact with a company that hold a good graphics engine written in C++ using DirectX. Also, by the way I have 7 years experience in Java but only 1 year experience in C/C++ So, my question is what would generally be easiest? 1) Convert the C++ code to Java or 2) Use my existing Java code and build my own graphical Java code for openGL or DirectX or 3) Convert my whole codebase to C++ so I can use their Graphics Please motivate your answer, this is a big decision for me to take 
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9
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Game Development / Newbie & Debugging Questions / Reading Unicode.
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on: 2007-06-25 13:39:50
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I have code for reading a text file using
FileReader StringTokenizer
The text file I had was ANSI. I now need to be able to read Unicode to support more languages. As soon as I made it a Unicode text file instead then my code threw exceptions instead. Why?
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10
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Game Development / Newbie & Debugging Questions / Re: Protecting Java code, how?
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on: 2007-06-11 16:32:42
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>[...]rather protecting from ppl stealing code or entire classes using it as their own source code for making games. Oh that... well, that won't happen. Most people don't even use stuff from non-obfuscated commented code, because it relies to much on other classes. And even if someone would use some of my utility methods... so what? All my reusable stuff will be opensource anyways.  Ok, but I am talking about software being sold online and retail perhaps on several platforms so that is why I need to worry about ppl "steal and code reuse". 
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11
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Game Development / Newbie & Debugging Questions / Re: Protecting Java code, how?
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on: 2007-06-11 16:16:41
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obfuscating your code so that all variable names and class names are obfuscated and put into a single package/directory will pretty much prevent your code being stolen, even if the classes are decompiled they will be completely uncommented and variables names unmeaningful, the amount of effort it would take to find, understand, to make the code usable would simply not make sense and it would be easier to write your own code from scratch. Besides theres also the legal deterrent if they are caught stealing your code.
Ok, but if the code is like 200 classes spread out on 10 packages would that mean it was much easier for someone to pick out certain classes?
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12
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Game Development / Newbie & Debugging Questions / Re: Protecting Java code, how?
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on: 2007-06-11 15:59:13
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Cracking a Java app is more work then cracking a native one. Disabling usual CD checks takes average non-programmer Joe 2 minutes. Crack generation included. The required knowledge fits on a postcard.
Even without any obfuscation Java is better "protected", because it requires more knowledge and time.
Note that I do not mean copy protection or piracy but rather protecting from ppl stealing code or entire classes using it as their own source code for making games.
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13
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Game Development / Newbie & Debugging Questions / Re: Protecting Java code, how?
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on: 2007-06-11 15:11:40
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An obfuscator can certainly do the trick as it produces code that, if you decompile it, can't be compiled again.
However, an obfuscator can also introduce problems. I've tried it some time ago (not for protecting my code, but to make the jar smaller), and at that point the obfuscated code wouldn't run on Java6 anymore (that issue was fixed later with a new release of the obfuscator).
But what exactly is your reason for protecting your code? It's true that decompiling java is easier than with C, but with C it's still perfectly possible. In fact all binaries can be hacked and it's also not too difficult, which explains why almost all programs' copy protection is cracked even before they appear on the shelves. If people want to crack your software, they will, and no obfuscator will really protect you from that.
So, why did they sue Microsoft for not showing the source code for Windows if it is that easy? Did it have something to do with themselves being afraid being sued if they went into Microsoft code? I searched on google today and found a software named Mocha that could decompile Java code and then you would be able to compile it again. On the same webpage there was a software that would prevent the Mocha from doing it by using this so called Crema software. Is that just waste of time because I recon there are certain ways of hacking that as well? http://www.javaworld.com/javaworld/javatips/jw-javatip22.html
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14
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Game Development / Newbie & Debugging Questions / Protecting Java code, how?
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on: 2007-06-11 14:22:16
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EDIT: I was not clear enough, I did not mean protection from hack+piracy but rather protection from others hacking and ripping away copyrighted well structured code that they can use as their own source code when making games.
I heard that Java code is easy to decompile, can someone with knowledge in these kind of things explain that abit? I am wondering if it is possible to protect my code from being reverse compiled or not. I use obfuscator but is that really enough?
Was not Microsoft sued for not sharing their source code to other developers making integration to Windows difficult for the competing businesses? But windows is an Operating System and built from C++ so the lower the leve the easier to protect a code? It is obviously not so easy to decompile everything else they would have already done that with windows? Can someone compare the languages and compare other factors that decide this?
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17
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Game Development / Newbie & Debugging Questions / Re: Running and communicating with exe files from Java.
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on: 2007-06-07 19:02:24
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It was easy starting an exe and getting return value. But now I want also to send parameters to it, alternatively start the exe with a parameter.
So, I tried.
Process process=Runtime.getRuntime().exec(Global.getInstallPath()+"myfile.exe"); BufferedOutputStream bos = new BufferedOutputStream(process.getOutputStream()); bos.write(123456);
It seems the exe never receive those numbers and I do not know why...
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18
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Game Development / Newbie & Debugging Questions / JRE size.
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on: 2007-06-07 11:00:16
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The JRE seems to be 60-70 megs on the HD with roughly half of the size being jar files. Wondering, are these jar files (one is 35 megs) necessary or are they a doublette of something?
jre/lib/rt.jar is 35 megabytes, can it be deleted?
Also, is it even allowed by Sun to modify the JRE , I do not think so?
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23
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Game Development / Newbie & Debugging Questions / Modify the insets.
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on: 2007-05-11 13:00:44
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When I am building a GridBagLayout i want to be able to come back and change settings later on. Reason is that I am doing a code reuse where I have a parameter named "boolean ripped" that determines if I want to show a small version of the panel. The small version might set some aubpanel to have size 0 effectively not showing certain parts of the panel.
I also want to be able to adjust insets
basicall
if(ripped==true) { blahblah; blah; blahblahblah; }
so inside those begin and end I want to be able to modify insets. how? I can easily fix it on creation but what if I want to be able to have a already created object with gridbaglayout and change the insets afterwards?
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28
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Game Development / Networking & Multiplayer / Re: ObjectInputStream for tcp/ip gaming, can message B arrive before message A?
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on: 2007-04-25 22:06:05
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I have one thread running for chat and one for other actions and those 2 have separate ports. Despite that, I have experienced crashes that seem to occur when using the chat.
If I have a chat and both players send simultaneously then it woudl not crash? Meaning, it is probably that the 2 different threads interfer somehow despite on different ports? I am going to buy a second computer soon so that I can easier provoce these crashes myself and get an answer.
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29
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Discussions / General Discussions / Re: alt+tab sometimes (5-10% of the time) freezes the display in Windows XP.
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on: 2007-03-22 15:19:41
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Almost certainly a driver issue of some sort. Cas  I heard other ppl also had the same problem. So is it a bad driver for the graphic card or for the display and is there no way for me to work around it? If it is correct what you are saying then I should thank you very much because else I would probably spend alot of time (which I already have) bumping my head against a wall if I think it is the Java code fault. So, is there no way to see that alt+tab coming and quickly set the full screen off before the alt+tab comes into effect (also tried it but never go it to work)?
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Add your game by posting it in the WIP section,
or publish it in Showcase.
The first screenshot will be displayed as a thumbnail.
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