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1  Java Game APIs & Engines / Java 3D / Re: Java3D pre-release build 1.6.0 on: 2011-03-23 22:06:13
FWIW, I am still using it for game development of a MMO game.   Cool
2  Java Game APIs & Engines / Java 2D / Re: Do you use Swing in your game? Why/Why not? on: 2005-03-29 18:10:48
We are using Swing heavily in our game, both in 2D and 3D, as well as with our world-builder and unit-builder editors.  The speed of development can't be beat, it has a good design, you can plug-in different look-and-feels, and the performance keeps getting better and better.
3  Java Game APIs & Engines / Java 3D / Re: Removing Children on: 2005-03-29 18:06:22
You can only attach or detach a BranchGroup, and the capability bits must be set to ALLOW_DETACH:

myBG.setCapability( BranchGroup.ALLOW_DETACH );
myBG.clearCapabilityIsFrequent( BranchGroup.ALLOW_DETACH );

The capability bits make a big difference in performance, most especially if used in conjunction with BranchGroup.compile().

4  Java Game APIs & Engines / Java 3D / Re: Java3D in a Swing Application.. on: 2005-03-29 17:55:04
Sure, that'd work too, I think, though I haven't tried it myself.

That's basically the way a JFrame or JDialog works, since they both have heavyweight native peers (IIRC).
5  Java Game APIs & Engines / Java 3D / Re: Overlays/Interface Panels - best way? on: 2005-03-29 17:52:17
I have just gone through the same exercise, since the J3DGraphics2D performance was supposed to have improved with Java3D 1.3.2.

However, I have found that, while better, it is still nowhere near the performance of using textures attached to the viewport.  Here's some performance results that I found, using a fairly simple scene capped at 60 fps, with a WakeupOnElapsedFrames(0) to force rendering every frame, using J3DGraphics2D vs. textures.

I tried one approach using a separate BufferedImage for each overlay, and called drawAndFlush() for each one, and another approach where I used one combined BufferedImage with one drawAndFlush() operation.

0) No overlays:  60 fps
1) J3DGraphics2D, Java3D 1.3.1, using separate BufferedImages: 1-2 fps
2) J3DGraphics2D, java3D 1.3.2, using separate BufferedImages: 5-6 fps
3) J3DGraphics2D, using combined BufferedImage for all overlays: 4-5 fps
4) j3d.org.Overlay library, with separate translucent Overlays: 56-57 fps

I have not tried using one texture for all of the overlays, since I was convinced after step 3 that textures was the way to go.

I believe I read somewhere (on j3d.org?) that the reason using textures is so much faster is because of the video architecture -- the 3D scene gets rendered on the video card, then J3DGraphics2D pulls the entire scene over the bus into main memory, then you draw on it, then you send the updated screen image back to the video card.  If you are using textures then the whole thing is done on the card and you only incur the extra overhead when updating the textures.  So static textures are the fastest.  And drawing Swing-like visual updates as you move the mouse around is the slowest.  Also, texture size makes a huge difference, possibly O(n^2)?
6  Java Game APIs & Engines / Java 3D / Re: Java3D in a Swing Application.. on: 2005-03-29 14:33:33
You can put a Canvas3D inside a JPanel, but you will want to organize your layout up-front to make sure the Canvas3D doesn't overlap with any other Swing component, because the Canvas3D (heavyweight) will eclipse the lightweight component.  I have used a Canvas3D inside a TabPane with no problem, as long as I detach any live BranchGroups when switching tabs (however this causes a delay depending on the size of your BranchGroup).

You can also use two Canvas3Ds, perhaps side-by-side in different JPanels.  Your performance will degrade, however, because you'll be splitting CPU between the two Canvas3D's.
7  Java Game APIs & Engines / Java 3D / Re: IS this statement true (Java3D is dead ? ) on: 2005-03-05 17:22:41
IM!HO, Java3D is in many ways, ahead of its time.  It was designed to support 3D caves, stereo glasses, and other high-end hardware, as well as single-display PC hardware.  It is being used in lots of places for scientific and commercial use, and was not intended solely for game development.

You can certainly write games with Java3D -- my group is doing so.  We have considered switching to other APIs several times, but the other ones just don't seem to be up to what we need (yet).  Will our game be rendered as fast as it would be if we did it in jogl or lwjgl?  Probably not, but we are capping the framerate at 60 fps anyways, and we are not developing a fast-paced game.  Would we be as far along as we are now in development?  almost certainly not, since we have limited bandwidth to reinvent the wheel, and we are pretty much using Java3D for the things it is good at.

My belief is that Java3D will come more and more into its own as the available hardware gets faster and faster and people start to adopt more complex viewers like stereo glasses.   I don't think it will ever match the dedicated game APIs in pure performance, because of the overhead of its multithreaded architecture, but in the meantime it can certainly be good enough.  It depends a lot on what kind of game you are making and how much you want to dig into the internals versus actually making a game.

Anyways, that's my $0.02
8  Java Game APIs & Engines / Java 3D / Re: Need help:How to use SceneGraphIO in Java3D on: 2005-01-30 23:54:27
One thing you might try is to write the scenegraph before setting it to "live", or before compiling it.  Live or compiled scenegraphs are much pickier about what capabilities are set.

IIRC, there's also a utility method (in com.sun.j3d.utils.scenegraph.io ?) that will recursively set the capabilities properly for the entire scenegraph.

9  Java Game APIs & Engines / Java 3D / Re: Tiled textures NEED HELP on: 2004-10-07 19:14:33
D'oh!   I forgot about WRAP mode!   Tongue
10  Java Game APIs & Engines / Java 3D / Re: Tiled textures NEED HELP on: 2004-10-06 18:48:03
Two ways that I know of:

1)  Create a new "tiled" image from the original image, using basic Image stuff (Canvas.drawImage).  Then use the new image as your texture.  This only works if you are not going to be changing your geometry once your wall has been created.

2)  Use the same set of texture coordinates for each "tile", while traversing over your geometry.  This requires you to add new vertices to your wall geometry for each tile, since each texture coordinate must map to a vertex.

The first is probably more likely to give you good results, but uses more texture memory.  The second will useless memory, and gives better texture re-use, and is programatically cooler, but might not give you the results you want.
11  Java Game APIs & Engines / Java 3D / Re: Java 3D Web Start trial deployment on: 2004-09-08 00:38:05
I am hoping they get the problems fixed real soon -- I submitted an entry for the IGF competition and it would be great if I could switch out the hacked-up auto-install of Java3D with the official extension!
12  Java Game APIs & Engines / Xith3D Forums / Re: tutorial for Java3D -> Xith3D transition on: 2004-07-06 15:45:59
Any news on a tutorial?   I would still be very interested in seeing one.

Have Xith3D and Java3D started to diverge, in terms of node names?

also, have behavior, picking, and LOD nodes been implemented yet?  Those are the big ones that wold keep me from switching to xith3D.
13  Java Game APIs & Engines / Java 3D / Re: matrix line coefficients on: 2004-07-06 15:26:18
Well, I don't know what a Neutral File Format file is, but I would hazard a guess that the floating point numbers are X, Y, Z coordinates.  So it looks to me like you have 4 coordinates that form the corners of a quadrilateral, or something like that.

I have no clue what the numbers are in the "header", or what the "end point grid id's" are.

How do you know 32 means Line Data?  Is there documentation about the Neutral File Format somewhere?
14  Java Game APIs & Engines / Java 3D / Re: JSlider control of a 3D object on: 2004-07-02 14:19:56
No, I was actually talking about having several different types of controls that can all modify a transform.

For example, in our current game you can use the keyboard, mouse, and navigation buttons to move around the world, and we might add joystick as well.  These all feed into one behavior that controls navigation.  So none of the controls directly modify the transforms.  Instead they all call different methods on the navigation behavior, which integrates them all into one transformation.

Another example is animations that can be initiated by user input, or by network messages, or by timers.   Something like that should be controlled by one behavior.

Some people like to bundle absolutely *everything* into one uber-behavior, but personally I prefer to use separate behaviors for animation, picking, etc, and it  has worked well so far.  But our game is not as fast-paced as some others, so YRMV
15  Java Game APIs & Engines / Java 3D / Re: JSlider control of a 3D object on: 2004-07-01 13:38:46
That's a good solution if the JSlider is the only place that you will be changing the transform.

If you find in the future that are modifying the transform from several different controls, then you might want to consider consolidating all the changes into one place (like a behavior).
16  Games Center / Java Technology Game Development Contest - 2004 / Re: CONTEST WINNERS! on: 2004-07-01 13:34:54
Congrats Herk and Cas (and your teams, of course!)

Who did Zoltar's Return and Stream Glider?

And congratulations to everybody else who entered and actually got a game developed!!
17  Java Game APIs & Engines / Java 3D / Re: JSlider control of a 3D object on: 2004-06-30 13:36:05
You will have to explicitly wake up the rotation behavior when the JSlider gets a change event.  You can do this manually or via the WakeupOnAWTEventCriterion.  

See this thread for more info: http://www.java-gaming.org/cgi-bin/JGNetForums/YaBB.cgi?board=3D;action=display;num=1086112170
18  Java Game APIs & Engines / Java 3D / Re: Start behaviors before scene is visible on: 2004-06-30 13:33:18
We are doing something very similar in our game -- that's basically the only way to get Swing and Java3D to interact via behaviors, AFAIK

You could also try playing around with the WakeupOnAWTEvent (? don't have javadocs handy), which is how some of the sun interpolators work.
19  Games Center / Java Technology Game Development Contest - 2004 / Re: NewsFlash - Winner on: 2004-06-29 17:25:06
Congratulations, Cas!  
20  Java Game APIs & Engines / Java 3D / Re: Java 3D game problem on: 2004-06-29 16:34:41
Since you are using Java3D with OpenGL bindings, you should make sure that the other machine also has OpenGL installed.  I don't think Windows 2K has OpenGL installed by default.

Otherwise it could be defaulting to software-rendering on the other machine, which might cause a crash, and would definitely slow down the rendering.

The other alternative is to download and install Java3D with DirectX bindings on both your machine and the other machine.
21  Java Game APIs & Engines / Java 3D / Re: Java 3D game problem on: 2004-06-29 13:59:08
Do you have any more detailed info?  Like:

1)  What version of Java on both machines?
2)  What OS on both machines?
3)  What version of Java3D on both machines?
4)  What version of OpenGL/DirectX on both machines?

We really can't help much without more detailed info.

Also, do you have any stack traces or other output from the crash?  What is the frame rate on your machine vs. the other machine?
22  Games Center / Java Technology Game Development Contest - 2004 / Re: Is it over?  'cuz our game hasn't been played on: 2004-06-29 13:49:19
I believe you can buy it now, but it is not actually shipping yet -- couple more weeks?
23  Games Center / Java Technology Game Development Contest - 2004 / Re: Is it over?  'cuz our game hasn't been pl on: 2004-06-27 11:50:32
Smiley Smiley
24  Games Center / Java Technology Game Development Contest - 2004 / Re: Is it over?  'cuz our game hasn't been pl on: 2004-06-27 10:58:05
Well, it looks like the judges are still playing.  At least they were late last night -- late by U.S. east coast time anyway.  Roll Eyes

I guess they plan on judging right up until the last minute -- which has got to be hard on them, because of getting ready for JavaOne.   Although it means probably even the winners won't get much advance notice.  Oh, well.

At least they are finally getting around to playing Galactic Village.   Smiley
25  Java Game APIs & Engines / Xith3D Forums / Re: Terrain with own texture per tile on: 2004-06-27 00:51:42
You can also make a texture which spans several tiles, and use image manipulation to create the big texture from all of the tile textures.  Then use one Shape3D to represent several contiguous tiles, as KevGlass suggests.

You will get a speed increase, but there will be some memory penalty.  Also, this approach works best if you can combine the images at compile or load time, and not at run time.  

This also gives you the option of doing some additional image tweaking to create "transitions" between the tiles so that the boundaries are not as obvious.  
26  Discussions / General Discussions / Re: Do you do this for a living? on: 2004-06-27 00:40:46
Quote
have you done that? shipped a best seller?


Yeah -- though it's been awhile...  The game was AD&D: Pool of Radiance -- the original "gold box" version in 1988 for SSI on C64 and PC.  Had worked on some other games before that in the '80s (Orbiter, Sub Battle Simulator) which did well, but weren't best-sellers.   After Pool of Radiance shipped I was pretty burnt out from the 100-plus hour "crunch-time" weeks, and went from games into corporate databases and such.   But then a few years ago I decided it was time to get back into games, and I've been working on the transition ever since.   Wink
27  Discussions / General Discussions / Re: Do you do this for a living? on: 2004-06-26 17:22:12
I have worked on games for a living in the past, and am hoping to do so again in the (very near) future.  In between I have a day job which is not related to games at all, but at least I get to use Java   Smiley

When I was making a living at it, it wasn't much money, although it seemed like a lot at the time.  Plus the hours were long.  But is was a lot of fun!  There's nothing that quite compares with shipping a finished, best-selling game with your name in the credits!   Smiley
28  Java Game APIs & Engines / Java 3D / Re: Should I use Java3D in my aplication? on: 2004-06-26 16:57:36
Hmmm...

I am using multiple asynchronous WakeupOnElapsedFramesBehaviors, as well as the AWT behaviors, and have had a perfectly good experience with them.  In fact, I have found it to be *very* nice for partitioning off my behaviors.  Some behaviors wake up every frame, and some every third frame.  I can tune each behavior separately, as needed.  Depends on what it is being used for, I guess.

In our case, we are writing a strategy game, not an action game with a lot of animated stuff going on all of the time.  But there are multiple animations, particle systems, morphing behaviors, picking, etc. all going on.  Some of our behaviours are driven by external (e.g. network) events, and some by user input, and some by elapsed frames.  I haven't seen any "jitters", per se.  I am not entirely happy with the response time of the AWT event handling, but it has not been a big issue for our game, so far.

BTW, we are using Java3D.  
29  Java Game APIs & Engines / Java 3D / Re: ANNOUNCEMENT: Java 3D source code now availabl on: 2004-06-26 15:18:41
j3d-core didn't compile on Linux for me.  Got the following error:

(using RedHat Linux, w 2.4.20-28.8 kernel, and MesaGL-4.2.1-23)
I will get the latest MesaGL and see if it makes any difference...


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compile:
     [echo] Executing 32 bit native renderer build [opt]
     [exec] /home/bmyers/projects/java3d/j3d-core/src/native/ogl/NativeConfigTemplate3D.c: In function `Java_javax_media_j3d_NativeConfigTemplate3D_chooseOglVisual':
     [exec] /home/bmyers/projects/java3d/j3d-core/src/native/ogl/NativeConfigTemplate3D.c:258: `GLX_SAMPLE_BUFFERS_ARB'
undeclared (first use in this function)
     [exec] /home/bmyers/projects/java3d/j3d-core/src/native/ogl/NativeConfigTemplate3D.c:258: (Each undeclared identifier is reported only once
     [exec] /home/bmyers/projects/java3d/j3d-core/src/native/ogl/NativeConfigTemplate3D.c:258: for each function it appears in.)
     [exec] /home/bmyers/projects/java3d/j3d-core/src/native/ogl/NativeConfigTemplate3D.c:260: `GLX_SAMPLES_ARB' undeclared (first use in this function)
     [exec] /home/bmyers/projects/java3d/j3d-core/src/native/ogl/NativeConfigTemplate3D.c: In function `Java_javax_media_j3d_NativeConfigTemplate3D_isSceneAntialiasingMultiSamplesAvailable'
:
     [exec] /home/bmyers/projects/java3d/j3d-core/src/native/ogl/NativeConfigTemplate3D.c:446: `GLX_SAMPLE_BUFFERS_ARB' undeclared (first use in this function)
     [exec] /home/bmyers/projects/java3d/j3d-core/src/native/ogl/NativeConfigTemplate3D.c:447: `GLX_SAMPLES_ARB'
undeclared (first use in this function)


     [exec] Result: 1
     [exec] /usr/bin/ld: cannot open NativeConfigTemplate3D.o: No such file or directory


     [exec] Result: 1

BUILD FAILED
/home/bmyers/projects/java3d/j3d-core/build.xml:102: Following error occured while executing this line
/home/bmyers/projects/java3d/j3d-core/src/native/build.xml:357: Following error occured while executing this line
/home/bmyers/projects/java3d/j3d-core/src/native/ogl/build-linux-i586.xml:42: Warning: Could not find file /home/bmyers/projects/java3d/j3d-core/build/linux-i586/opt/native/ogl/objs/libj3dcore-ogl.so to copy.
30  Games Center / Java Technology Game Development Contest - 2004 / Is it over?  'cuz our game hasn't been played on: 2004-06-25 20:36:16
Does anyone know when the contest judging is officially ending?

So far, our entry, Galactic Village, has not been played yet.
As far as I can tell, one judge logged in for a couple of minutes, but didn't actually play the game because they didn't give any orders or anything.

AThomas and the rest of the judges -- you got the notification that you can't play Galactic Village if you are blocked by a firewall, right?  Or is that grounds for disqualification?  Just checking!   :-)

Anybody else able to track if your game has been played yet or not?

There is about 4 hours worth of gameplay with the current release of Galactic Village -- hopefully at least 5 or 10 minutes will actually get played!  Or was the 8 weeks of running the team into the ground to get the game ready all for naught?   :-/
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