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1  Game Development / Newbie & Debugging Questions / Re: odejava on: 2005-06-27 21:59:34
Hmm, wow, the more I learn the less I seem to know Sad

So in the case of a simple Pong game, when I'm trying to get the collission of the ball and paddle, which
I thought I'd use a sphere and bounding box, is this what I should use?

Or is odejava more for complex physics where you let them physics control what everything is doing,
and you don't really have say in it (which is the point of physics based apps I know).

I am confused.
2  Game Development / Newbie & Debugging Questions / odejava on: 2005-06-27 14:42:50
Hello all,

I've been reading around about collision detection, and it seems like most folks are starting to use odejava for theirs.

I've looked at the site and downloaded it, and think I got it installed, but now not sure where to go.  It does not seem like there are any good tutorials or examples of just a simple collision detection in java with odejava. 

Might anyone have a simple "sphere moves left to right and hits cube and signals" type of example handy?  Smiley

If not, what would be a good place to start with this?

Or is this even the way to go?  Is there a better way to do collision detection?

Thanks!
3  Java Game APIs & Engines / JOGL Development / Re: oh boy, collision time :( on: 2005-06-26 16:05:41
Hmm, that looks like an interesting paper, I'll take a closer look, hopefully my feeble brain can comprehend some of it.

So what do most other folks use for JOGL applications for collision detection?

Are most folks using odejava?  Or are they writing their own? 
4  Java Game APIs & Engines / JOGL Development / oh boy, collision time :( on: 2005-06-26 04:28:03
Well, it's time to add some collision detection to my game Sad

I've looked around but the only real example I've found is that nehe tutorial with all the bouncing balls and stuff.
It was a little hard for me to follow and I never got it.

Are there any really "SIMPLE" examples out there??

I am thinking I'd need sphere/cube and sphere/plane types of collision, actually I could get away with sphere/plane for my first game,
but would like to get a better grasp of how to implement it. 

Well, actually I'm not sure if that is better, or if ray/plane or whatever that is is the way to go

(really still pretty new at this investigation of collision, so any direction would be appreciated).

Thanks for any tips or examples or suggestions.
5  Java Game APIs & Engines / JOGL Development / Re: yet another Timer question on: 2005-06-25 18:16:08
OK folks, I think I figured it out.  Seems to be doing what I want...

import java.awt.*;
import java.awt.event.*;
import net.java.games.jogl.*;

public class Pong2
{
  static Animator animator = null;
 
  static class Renderer
 
    implements GLEventListener, KeyListener
    {
   
     //Variables
    static GLUquadric q;         // Quadratic For Drawing A Sphere
    float ballx = 0.0f, bally = 0.0f, ballz = 0.0f;         //location of ball   

   
    public void display(GLDrawable gLDrawable)
    {
      final GLU glu = gLDrawable.getGLU();
      final GL gl = gLDrawable.getGL();
      gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
      gl.glLoadIdentity();
     
     
      int frameCount = 0;
      long startTime = System.nanoTime();
      final int NANO_FRAME_LENGTH = 1000000000/60; //frame length in nanoseconds for 60fps
      //while(true)
      //{
      //       game code
     
         
        //Set up Camera  (first 3 = camara loc, second 3 where we look)
        glu.gluLookAt(0, 10, 10, 0, 0, 0, 0, 1, 0);
          
       //Draw Ball
         gl.glPushMatrix();
          gl.glColor3f(1.0f,1.0f,0.0f);         // Set The Color To Yellow
         gl.glTranslatef(ballx, bally, ballz);
         glu.gluSphere(q, .5f, 32, 16);   
         gl.glEnd();
          gl.glFlush();
          gl.glPopMatrix();
         
          ballx=ballx+.025f;
         
         
         
         
      frameCount++;
      //bs.show();
      while((System.nanoTime()-startTime)/NANO_FRAME_LENGTH <frameCount)
      {
        Thread.yield();
      }
      //}

     

    }
   
   
   public void displayChanged(GLDrawable gLDrawable, boolean modeChanged, boolean deviceChanged)
    {
    }
   
    public void init(GLDrawable gLDrawable)
    {
      final GL gl = gLDrawable.getGL();
      final GLU glu = gLDrawable.getGLU();
      gl.glShadeModel(GL.GL_SMOOTH);              // Enable Smooth Shading
      gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f);    // Black Background
      gl.glClearDepth(1.0f);                      // Depth Buffer Setup
      gl.glEnable(GL.GL_DEPTH_TEST);                     // Enables Depth Testing
      gl.glDepthFunc(GL.GL_LEQUAL);                        // The Type Of Depth Testing To Do
      gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST);   // Really Nice Perspective Calculations
      gLDrawable.addKeyListener(this);
     
      //Initialize for Sphere
      q = glu.gluNewQuadric();                                    // Initialize Quadratic
      glu.gluQuadricNormals(q,GL.GL_SMOOTH);                      // Enable Smooth Normal Generation
      glu.gluQuadricTexture(q,false);                             // Disable Auto Texture Coords
    }

   public void reshape(GLDrawable gLDrawable, int x, int y, int width, int height)
    {
      final GL gl = gLDrawable.getGL();
      final GLU glu = gLDrawable.getGLU();

      if (height <= 0) // avoid a divide by zero error!
        height = 1;
      final float h = (float)width / (float)height;
      gl.glViewport(0, 0, width, height);
      gl.glMatrixMode(GL.GL_PROJECTION);
      gl.glLoadIdentity();
      glu.gluPerspective(45.0f, h, 1.0, 100.0);
      gl.glMatrixMode(GL.GL_MODELVIEW);
      gl.glLoadIdentity();
    }

    public void keyPressed(KeyEvent e)
    {
      //Checks to see if Escape is pressed
      if (e.getKeyCode() == KeyEvent.VK_ESCAPE)
      {
        animator.stop();
        System.exit(0);
      }
    }

    public void keyReleased(KeyEvent e) {}

    public void keyTyped(KeyEvent e) {}
  }

  public static void main(String[] args)
  {
    //Generic Set up of windowed view
     Frame frame = new Frame("Pong");
    GLCanvas canvas = GLDrawableFactory.getFactory().createGLCanvas(new GLCapabilities());
    canvas.addGLEventListener(new Renderer());
    frame.add(canvas);
    frame.setSize(640, 480);
    animator = new Animator(canvas);
    frame.addWindowListener(new WindowAdapter()
    {
      public void windowClosing(WindowEvent e)
      {
        animator.stop();
        System.exit(0);
      }
    });
    frame.show();
    animator.start();
    canvas.requestFocus();
  }
}

6  Java Game APIs & Engines / JOGL Development / Re: yet another Timer question on: 2005-06-25 18:00:54
OK, this may be helpful, I"ll post what I have so far, basically it's a ball moving left to right. 
How can I get this to be constant with the timer, versus just going as fast as your computer flips through the code?
Thanks for help in advance!  Sorry for such newbie question.


import java.awt.*;
import java.awt.event.*;
import net.java.games.jogl.*;

public class Pong2
{
  static Animator animator = null;
 
  static class Renderer
 
    implements GLEventListener, KeyListener
    {
   
     //Variables
    static GLUquadric q;         // Quadratic For Drawing A Sphere
    float ballx = 0.0f, bally = 0.0f, ballz = 0.0f;         //location of ball   

   
    public void display(GLDrawable gLDrawable)
    {
      final GLU glu = gLDrawable.getGLU();
      final GL gl = gLDrawable.getGL();
      gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
      gl.glLoadIdentity();
     
      //Set up Camera  (first 3 = camara loc, second 3 where we look)
      glu.gluLookAt(0, 10, 10, 0, 0, 0, 0, 1, 0);
        
     //Draw Ball
       gl.glPushMatrix();
        gl.glColor3f(1.0f,1.0f,0.0f);         // Set The Color To Yellow
       gl.glTranslatef(ballx, bally, ballz);
       glu.gluSphere(q, .5f, 32, 16);   
       gl.glEnd();
        gl.glFlush();
        gl.glPopMatrix();
       
        ballx=ballx+.025f;
    }
   
   
   public void displayChanged(GLDrawable gLDrawable, boolean modeChanged, boolean deviceChanged)
    {
    }
   
    public void init(GLDrawable gLDrawable)
    {
      final GL gl = gLDrawable.getGL();
      final GLU glu = gLDrawable.getGLU();
      gl.glShadeModel(GL.GL_SMOOTH);              // Enable Smooth Shading
      gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f);    // Black Background
      gl.glClearDepth(1.0f);                      // Depth Buffer Setup
      gl.glEnable(GL.GL_DEPTH_TEST);                     // Enables Depth Testing
      gl.glDepthFunc(GL.GL_LEQUAL);                        // The Type Of Depth Testing To Do
      gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST);   // Really Nice Perspective Calculations
      gLDrawable.addKeyListener(this);
     
      //Initialize for Sphere
      q = glu.gluNewQuadric();                                    // Initialize Quadratic
      glu.gluQuadricNormals(q,GL.GL_SMOOTH);                      // Enable Smooth Normal Generation
      glu.gluQuadricTexture(q,false);                             // Disable Auto Texture Coords
    }

   public void reshape(GLDrawable gLDrawable, int x, int y, int width, int height)
    {
      final GL gl = gLDrawable.getGL();
      final GLU glu = gLDrawable.getGLU();

      if (height <= 0) // avoid a divide by zero error!
        height = 1;
      final float h = (float)width / (float)height;
      gl.glViewport(0, 0, width, height);
      gl.glMatrixMode(GL.GL_PROJECTION);
      gl.glLoadIdentity();
      glu.gluPerspective(45.0f, h, 1.0, 100.0);
      gl.glMatrixMode(GL.GL_MODELVIEW);
      gl.glLoadIdentity();
    }

    public void keyPressed(KeyEvent e)
    {
      //Checks to see if Escape is pressed
      if (e.getKeyCode() == KeyEvent.VK_ESCAPE)
      {
        animator.stop();
        System.exit(0);
      }
    }

    public void keyReleased(KeyEvent e) {}

    public void keyTyped(KeyEvent e) {}
  }

  public static void main(String[] args)
  {
    //Generic Set up of windowed view
     Frame frame = new Frame("Pong");
    GLCanvas canvas = GLDrawableFactory.getFactory().createGLCanvas(new GLCapabilities());
    canvas.addGLEventListener(new Renderer());
    frame.add(canvas);
    frame.setSize(640, 480);
    animator = new Animator(canvas);
    frame.addWindowListener(new WindowAdapter()
    {
      public void windowClosing(WindowEvent e)
      {
        animator.stop();
        System.exit(0);
      }
    });
    frame.show();
    animator.start();
    canvas.requestFocus();
  }
}
7  Java Game APIs & Engines / JOGL Development / Re: yet another Timer question on: 2005-06-25 17:55:37
ok, found the following on this forum elsewhere, not sure where to put it, but going to mess around with it.
Any hints would be appreciated.  I'm guessing this goes in the display() method.

int frameCount = 0;
long startTime = System.nanoTime();
final int NANO_FRAME_LENGTH = 1000000000/60; //frame length in nanoseconds for 60fps
while(true)
{
// game code
frameCount++;
bs.show();
while((System.nanoTime()-startTime)/NANO_FRAME_LENGTH <frameCount)
{
  Thread.yield();
}
}
8  Java Game APIs & Engines / JOGL Development / Re: yet another Timer question on: 2005-06-25 17:01:58
Sorry, poorly described question above.

I am looking for help with a timer to control the movement of my objects: ball/paddles,
So they just don't move based off of the speed of your cpu, but with some control.

thanks!


9  Java Game APIs & Engines / JOGL Development / yet another Timer question on: 2005-06-24 20:04:08
I apolgize ahead of time for this question.  I've gone through all the forums trying to figure out how to add a simple little timer
to my 3d pong game made with JOGL.  It seems like lots of folks have different ways of doing it, so would like to ask of a simple one.
This is going to be a very basic game, so trying to avoid 3rd party stuff like GateTimer.

I am doing this in 1.5, so looks like I need to use the nanoTimer().
But would someone be able to supply  a little help on what lines of code to use?

Does all of the Timer code go in display() ? 

Again sorry about this.

Also, as I'm doing this, I am creating a walkthrough/ride along of each step to add a new piece to the game.  I am going to turn it into a tutorial that may be helpful to newbies like myself.  Not sure where the best place to submit/host this would be, if there is anything like that on these sites, please let me know. 

thanks in advance for all the help!!!
10  Java Game APIs & Engines / JOGL Development / Re: loading maya models on: 2005-06-23 19:56:24
The .obj format is different than the .lwo format. 
You should be able to export into .obj format from Maya.
They you will need to include a .obj loader into your code.
There are .obj loaders out there somewhere, although you may have to gank them
 from c++, or java3d, or some other engin.

Haven't seen a simple "insert this into your JOGL code to load an .obj" loader yet.
11  Game Development / Newbie & Debugging Questions / Re: java3d or jogl? on: 2004-06-09 10:03:28
Yeah you guys make good points.  The slow pace is painful.
I'll check out those links provided and see what suits my project best, I've heard great things about each mentioned.

12  Game Development / Newbie & Debugging Questions / Re: java3d or jogl? on: 2004-06-09 02:17:25
Hey thanks for the reply.

To follow up though, I was wondering more about official "support" from Sun, and that article about Java3d coming back as the supported Java implementation for 3d.  What is the direction sun is heading, and does this make a difference on what I should code my java around?  I've done a little with Java3d in the past, but put it to the side and looked at JOGL when it looked like Sun was going in that direction.  Now not sure which to pick up again.

Ariticle in question....

From:  Doug Twilleager <Doug.Twilleager@SUN.COM>  
Reply-To:  Discussion list for Java 3D API <JAVA3D-INTEREST@JAVA.SUN.COM>  
To:  JAVA3D-INTEREST@JAVA.SUN.COM  
Subject:  [JAVA3D] ANNOUNCEMENT: Java 3D plans  
Date:  Wed, 17 Mar 2004 21:28:28 -0800  

We take this opportunity to announce that Sun is renewing its  
commitment to Java 3D.  The highlights of this announcement are:  

   .   Sun is in the process of making the source code for Java 3D  
  available through a public source license in the very near  
  future.  

   .   Sun will work with the Java 3D community, via the Java  
  Community Process (JCP), to actively evolve the API going  
  forward.  

--------------------  

The renewed emphasis on Java 3D complements Sun's increased efforts  
in the desktop space and the recent release of the Java Desktop System  
(JDS).  More information will be forthcoming, but here are a few  
details concerning our plans.  

   .   Sun is right now working on making the source code for Java 3D  
  available through a public source license.  This will be done  
  via a java.net project, which will include a developer's web  
  site and CVS repository.  This will allow developers to  
  download the Java 3D source code, and to contribute bug fixes  
  and utilities.  The time frame for this release is before  
  JavaOne 2004.  

   .   We will be forming an expert group under the JCP process to  
  define and implement the next version(s) of the Java 3D API.  
  Our current thinking is that we want to work with the expert  
  group to create a 1.4 version of the Java 3D API that will add  
  programmable shaders, and possibly other critical features, if  
  they can be done without architectural changes to the  
  implementation.  We hope to get this release out relatively  
  quickly.  

   .   We also want the expert group to help define the next major  
  revision (1.5? 2.0?) to the Java 3D API, which could involve  
  more widespread changes to the API.  

We look forward to working with the Java 3D community to move the  
API forward.  

Doug Twilleager  
Sun Microsystems  
13  Game Development / Newbie & Debugging Questions / java3d or jogl? on: 2004-06-08 22:31:34
Hi all,
I've been away for a while, and now am seeing things about Java3d coming back (I know some thought it never went away).  Can someone fill me in on where this is going?  

Basically, I have my idea, etc. for a little game ready, and want to know if I should start developing it in Java3d or JOGL.
(Or will Java3d incorperate JOGL?)

thanks all!
14  Java Game APIs & Engines / JOGL Development / Eclipse/JOGL error question on: 2004-03-22 17:11:39
Hi all,
I tried my luck on the newbie section, but to no avail.
So thought I'd try here, sorry if this is wrong section, but it's about getting JOGL to work...
I have had jogl workin with Eclipse for some time, then out of the blue I started getting errors...

net.java.games.jogl.GLException: Unable to create OpenGL context
     at net.java.games.jogl.impl.windows.WindowsGLContext.choosePixelFormatAndCreateContext(WindowsGLContext.java:298)
     at net.java.games.jogl.impl.windows.WindowsOnscreenGLContext.create(WindowsOnscreenGLContext.java:204)
     at net.java.games.jogl.impl.windows.WindowsGLContext.makeCurrent(WindowsGLContext.java:117)
     at net.java.games.jogl.impl.windows.WindowsOnscreenGLContext.makeCurrent(WindowsOnscreenGLContext.java:110)
     at net.java.games.jogl.impl.GLContext.invokeGL(GLContext.java:162)
     at net.java.games.jogl.GLCanvas.reshape(GLCanvas.java:105)
     at java.awt.Component.setBounds(Component.java:1664)
     at java.awt.BorderLayout.layoutContainer(BorderLayout.java:691)
     at java.awt.Container.layout(Container.java:1020)
     at java.awt.Container.doLayout(Container.java:1010)
     at java.awt.Container.validateTree(Container.java:1092)
     at java.awt.Container.validate(Container.java:1067)
     at java.awt.Window.show(Window.java:461)
     at Lesson02.main(Lesson02.java:147)


I am not sure what happened.  I've tried reinstalling the jdk/jre, etc. but nothing seems to work.

Any idea where I need to be focussing on to fix this?  Is it a jdk/jre problem, or a card/driver problem?  I do not know what has changed on my computer that would make it stop working all of the sudden.  

(note: This is on my work  computer, so some update could have been pushed to it that broke it, but not sure where to look to fix it).

Thanks a LOT in advance, this has been driving me nuts!!!
15  Game Development / Newbie & Debugging Questions / Re: Please help with this error... on: 2004-03-21 15:17:31
It's doing this even on the simplest of programs, like NeHe Lesson1.  There are no programs that work now, when they all used to.  Which makes me think something was messed with with the JDK/JRE.  But I've tried uninstalling/installing them, but nothing.
16  Game Development / Newbie & Debugging Questions / Please help with this error... on: 2004-03-19 20:44:53
I am not aware of anything that has changed on my computer, but I'm guessing something.  Thanks in advance for any tips... Embarrassed

net.java.games.jogl.GLException: Unable to create OpenGL context
     at net.java.games.jogl.impl.windows.WindowsGLContext.choosePixelFormatAndCreateContext(WindowsGLContext.java:298)
     at net.java.games.jogl.impl.windows.WindowsOnscreenGLContext.create(WindowsOnscreenGLContext.java:204)
     at net.java.games.jogl.impl.windows.WindowsGLContext.makeCurrent(WindowsGLContext.java:117)
     at net.java.games.jogl.impl.windows.WindowsOnscreenGLContext.makeCurrent(WindowsOnscreenGLContext.java:110)
     at net.java.games.jogl.impl.GLContext.invokeGL(GLContext.java:162)
     at net.java.games.jogl.GLCanvas.reshape(GLCanvas.java:105)
     at java.awt.Component.setBounds(Component.java:1665)
     at java.awt.BorderLayout.layoutContainer(BorderLayout.java:683)
     at java.awt.Container.layout(Container.java:1017)
     at java.awt.Container.doLayout(Container.java:1007)
     at java.awt.Container.validateTree(Container.java:1089)
     at java.awt.Container.validate(Container.java:1064)
     at java.awt.Window.show(Window.java:455)
     at Lesson01.main(Lesson01.java:130)
17  Java Game APIs & Engines / OpenGL Development / Re: Please explain Milkshape3D on: 2004-03-16 11:43:41
Hi there,
I had the same problem trying it in JOGL.
I have no idea why, but when I created a new object from scratch, it resulted in the same as you.

BUT, when I took the one that DID work (the cross ms3d file), and from that session deleted the cross and added my own stuff, it did work.  I'm guessing there is some configuration setting I do not know about or something.  

Oh, and at first I just left the name the same, Model.ms3d, but when I did a change filename, it worked for me still too (changing what I'm pointing to in the code of course).

Try that and see if it works.
18  Game Development / Newbie & Debugging Questions / net.java.games.jogl.GLException: Unable to create on: 2004-01-23 14:44:42
Hi all,
I can't figure out what's wrong.  I had everything workin in Eclipse for different projects/tutorials.  Then all of the sudden nothing worked.  I did not make any changes at all.  I'm getting the following...

net.java.games.jogl.GLException: Unable to create OpenGL context
     at net.java.games.jogl.impl.windows.WindowsGLContext.choosePixelFormatAndCreateContext(WindowsGLContext.java:310)
     at net.java.games.jogl.impl.windows.WindowsOnscreenGLContext.create(WindowsOnscreenGLContext.java:204)
     at net.java.games.jogl.impl.windows.WindowsGLContext.makeCurrent(WindowsGLContext.java:129)
     at net.java.games.jogl.impl.windows.WindowsOnscreenGLContext.makeCurrent(WindowsOnscreenGLContext.java:110)
     at net.java.games.jogl.impl.GLContext.invokeGL(GLContext.java:199)
     at net.java.games.jogl.GLCanvas.displayImpl(GLCanvas.java:182)
     at net.java.games.jogl.GLCanvas.display(GLCanvas.java:82)
     at net.java.games.jogl.Animator$1.run(Animator.java:104)
     at java.lang.Thread.run(Thread.java:536)

I checked and it looks like all the jars are in the right place, etc.  Has anyone had this happen to them?  It would be one thing if I was dinking with stuff, then I could undo it at least, but I haven't changed any configurations.

p.s. I'm using Eclipse 2.1, and j2sdk1.4.1_02.
Additional info:  On simple ones like Lesson04, the screen comes up, but it's just white, although the title is right.  For more complex ones, nothing comes up.  

Thanks in advance for the help!!!
19  Java Game APIs & Engines / JOGL Development / Re: building a world question on: 2004-01-21 21:24:53
Thanks for the input Orangy Tang!  
That is what I was interested in, the actual tools.  

I've heard of that Quark, I will have to try that.  I am not the greatest at Java/jogl/opengl yet, so don't know if I'm ready for creating my own loaders yet.  What format do you put it in to import into your app, and is there a loader available yet in JOGL?

That's probably one of the best ways is to find a similar type game and see what it did.

It seems JOGL is still pretty new, are there loaders available for all those types of tools?  
I guess I'd like to also hear specifically what people have had success with in JOGL specifically.

Thanks again!
20  Java Game APIs & Engines / JOGL Development / building a world question on: 2004-01-21 19:53:37
Hi all,
This may belong in the Newless Cluebie section, but it more pertains to jogl I think.

I'm trying to plan out a strategy for building my world.  I'd like to get some input from all you great devs out there on what you do.

I've done the demos on HeightMaps, I've seen the Quake3 world loader, I've looked at Milkshape loaders, etc.

I'm not aware of all the different loaders that have been made available, so not sure if there's some others to use as well.

I know a lot of this depends on what type of game I'm making, so maybe I'd like to break it into different scenarios...

1) FPS type of game inside.  So I guess I could do walls with quads and add texture, etc.  Then populate with models,etc.  Or I guess the Quake 3 one may work.  Or I guess I could even build one in Milkshape and import it.  What would you suggest?

2) An adventure type world, say like Everquest, where there is an outside area with trees, houses, buildings,etc.  I'm guessing the Height Map would work here, plopping down models everywhere.  or is there some world builder I am not aware of?

3) Platformers.  Something like a Mario World type of world.  Don't even know where to begin here.  I've heard in some languages using 3dmax or something, but not sure if it works in jogl.

Thank you very much in advance for any suggestions.
21  Java Game APIs & Engines / JOGL Development / Any new "loaders" ?? on: 2003-12-29 18:39:01
Hi all,
First off, let me thank the community for all the great work on jogl, tutorial ports, postings, etc.  I've been chugging along hard here picking this jogl stuff up, and opengl, and this board has been a tremendous help.

With that said, I was hoping to see if anyone had done any work on any more of those "loaders", or examples/tutorials that could be posted here to look at.

I've seen and been working with the Quake MD3 loader, and the Milkshape loader.  (Thanks btw to those who did them!).

I am interested though in several others, such as 3DS, OBJ, LWO, etc.  Has anyone gotten anywhere on these?  
I'm going to try porting some of them, but given how new/bad I am with this stuff, it may not get realized for a while  Tongue

So if there has been any work done, please post here!

Thanks in advance!!!
22  Java Game APIs & Engines / JOGL Development / Re: Jogl installation of binary files on: 2003-12-29 18:26:56
GOT IT!!!

Piyo123, not sure if your IDE works like Eclipse did, but I was able to get it to work using this import...

import demos.util.TGAImage;

I'm not sure at what point this became available, but when I clicked on the X error icon next to the import in Eclipse it made this suggestion.  So I did it an waalaa.
I'm guessing it was after I referenced the jogl-demos-util.jar.

So I'm thinking something similar in NetBeans would work.

Good Luck!

BMan
23  Java Game APIs & Engines / JOGL Development / Re: Jogl installation of binary files on: 2003-12-29 00:43:41
Might anyone have any suggestions to our problem above?  I too have tried everything.  

I see that there is this file...
jogl-demos-util.jar,
and when I open it with Winzip I see the  TGAImage.class

And I know this is what it's trying to reach with the call...
TGAImage texLoader = null;

The import I'm guessing that is looking for this is...
import net.java.games.util.*;

I've tried everything.  I would have thought sticking it in the C:\j2sdk1.4.1_02\jre\lib\ext directory would do it, but not working Sad

I just can't put 1 and 1 together and get this to work.
Huh

Thanks in advance for any help!!!
24  Java Game APIs & Engines / JOGL Development / Re: Jogl installation of binary files on: 2003-12-27 19:34:12
I am seeing the same issue.
piyo, did you get this resolved?
I'm trying everything.

I have everything else working, I can run pretty much every Nehe port, except the Nehe31, where it errors on the
import net.java.games.util.*;

"The import cannot be resolved".

I'm using Eclipse on Windows 2K.
Any specific suggestions?

thanks!
25  Java Game APIs & Engines / JOGL Development / Re: anyone have a Simple Camera Movement Example? on: 2003-12-15 00:05:27
Thank you AvengerDr!  I'll head up there now and check it out.  

I actually am pretty new to openGL and was not aware of how the "camera" (or lack of) works, so this is very helpful info.  I was beginning to think something was up when I saw in demos "zoom in" and "zoom out" instead of forward/backward Smiley

The learning continues!

Thanks again!
26  Java Game APIs & Engines / JOGL Development / anyone have a Simple Camera Movement Example? on: 2003-12-13 19:24:35
Hello All!
First time poster here.  
Let me say how excited I am to have found JOGL and this community.  I dinked around in Java3D before, but am much more impressed here with what I see from the demos/tutorials and this thriving community!

I've read all the posts, and looked at a lot of the NeHe ports (Thanks to those that did them by the way), and am starting to mess around with this new syntax I'm learning, etc.

In the tutorials, I was a little disappointed in how complex Lesson10 was (Loading and Moving through a 3D world).  I'm sure those more familiar with Java and openGL had no problem with it, but I was hoping for something much simpler when I got to that point.
edit: let me reword that, not disappointed at all in the lesson, only in that I am not at the level to comprehend it completely.

So I was wondering if anyone had a simple framework they use, that they'd shared, from where I could start.

What I was hoping for was a pretty stripped down sample with the basics in place to which I could add other building blocks as I learned them.  For example, when I think of a simple tutorial for "Navigating a 3d world", I think of a simple quad for the ground; a movable camera that can go forward/backward, and turn; and maybe a cube there to walk around and look at.  

I am trying to follow the tutorials, but some are way too complex for me right now, and then it seems there are several different setups of the code (some are all in one, some break out things like CCamera, some don't, some use packages and some don't. )  This is making it hard to kind of cut and paste out the pieces I would like for my simple example.

Anyway, if noone has such a thing, I'll definately share it once I get there, but if someone does I'd love to get it Smiley

edit:  I've seen it looks like a couple different implementations of movement, one being the CCamera class, one being an InputHandler Class, one being a KeyboardInput class or something like that, and then some just have them in one of the other classes.  Since Camera movement is obviously the part I'm trying to tackle here, what would be the best approach to use?  Which is the best?  

Thanks in advance!!

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