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1  Discussions / General Discussions / Re: Attention Linux developers on: 2008-01-07 05:48:37
I have used various distros over the years for development in Linux.

Currently I work for the USAF and they insist on using RHEL (Red Hat Enterprise Linux).  It has some nice support features.  If you don't want to purchase RHEL you can use the free clone called CentOS.  I use JDK 1.5 and 1.6 with Netbeans.  All three were easy to setup.

...

Believe me I hate the thought of paying for Linux but in some cases it makes sense.  If you are in a large enterprise environment and need/require the support and certification RedHat is the way to go.  Out of all the distros it has the least hassle factor in terms of patching "yum update" is all you need to do.  The RedHat network sends you email reminders when your system(s) need patching plus it shows all your systems and when they were last patched.  We have 90+ servers and without RedHat management we would need a few extra admins to keep the machines in good shape. 

Agreed. Also I would like to point out that no OS is free as in beer, as there is always some cost associated with administering it. Paying for linux support is sometimes a wise decision cause it saves you solving a problem that Redhat has already solved for one of it's customers, especially when its some rare problem.
2  Game Development / Game Play & Game Design / Re: Java 2D Graphics questions on: 2007-12-13 10:19:22
Quote
Generally, this just requires overriding the paintComponent method.

You can do a lot more then just override paintComponent though. You can write a completely custom component. You can override the look and feel by plugging in your own UI delegate. This can be completely custom or you can extend an existing one and just override the painting parts.

Quote
They have a section on only painting things that have changed instead of painting the whole screen. My plan is to split the canvas into sections.

Its usually easier to just repaint the whole screen. You don't want to spend too much time figuring out what is stale and needs repainting. Especially when you in rendering loop.

Something like Swing only redraws based on events from keyboard and mouse so it only repaints affected areas. There is no reason why you couldn't do this. Though I am not seeing what the benefit of this would be.

Also have you taken a look at FengGUI?
3  Game Development / Game Play & Game Design / Re: What do you want in a web game? on: 2007-12-09 23:47:49
Quote
the most played computer game ever is: Solitaire!

1) How do you know this? I think minesweep would be close
2) If true, being pre-installed with windows would be a large factor.
4  Discussions / General Discussions / Re: Java and Flash on: 2007-12-09 23:36:52
Quote
Everything changed this year. The language got entirely refreshed, and performance in apps that use AS3 is much better. For example, physics is something I've seen crop up this year for the first time. The runtime also uses JIT compilation.

And on the other hand Java is also getting better on the deployment front. The new consumer JRE in development will hopefully make it just as easy and quick as installing flash.

I think the main reason Flash is so widely deployed is cause stupid web developers decide to use flash on there website for splash intro screens. Yesterday I even saw it used for a scrolling banner of text.. wtf there is marquee HTML tag that does that.
5  Game Development / Game Play & Game Design / Re: Java 2D Graphics questions on: 2007-12-09 23:31:57
You could extend JTextfield and customize the painting of the control. That way you don't have to write the keyboard handling etc.
6  Discussions / General Discussions / Re: Java and Flash on: 2007-12-09 08:29:49
Well as Java developer I guess one reason its a whole new development platform with its own toolchains and quirks.

And if its 1-2 years from being as rich as Java is today. Then how much richer will Java be in that timeframe?
7  Discussions / General Discussions / Re: Java Penetration? on: 2007-12-07 06:48:45
Microsoft ain't shipping a JVM at all anymore are they?
8  Game Development / Newbie & Debugging Questions / Frustum Culling on: 2007-12-07 06:34:02
I have problems implementing frustum culling in my Quake 3 BSP map viewer.

Faces near the left and right edges sometimes are incorrectly getting culled by the frustum culling code. If i turn off the frustum culling the map is rendered correctly (although slower).

http://pastebin.com/m5fce5afa - Frustum. Setups the frustum planes and tests where a leaf is inside frustum
http://pastebin.com/m2cf93fae - BSPPlane. Used to test if a point is behind, in front or on plane
http://pastebin.com/m5f99adbe - BSPMap. Calls the frustum culling code to elimate leafs
http://pastebin.com/m2402a3a3 - BSPViewer. Handles the rendering of the map
http://pastebin.com/m2402a3a3 - BSPFileReader. Handles reading the quake 3 BSP file. Converts from quake 3 coords to opengl coords. Coords are also scaled down in this code.
9  Java Game APIs & Engines / JOGL Development / Re: Limiting FPS on: 2007-12-04 03:58:53
Yes can use Thread.sleep. I just thought it was weird that FPSAnimator does run at the FPS you specify unless pass in true for schedule at fix rate.

FPSAnimator is using java.util.Timer to schedule the calls to display. Taking a look at the code for Timer I notice
1) It uses System.currentTimeMillis() which found to be inaccurate on windows
2) If not using fix rate. It actually schedules the next display to be called after delay of 1000.0f / (float) fps. So FPSAnimator is not accounting for the time it actually took to run the display method when not using fixed schedule. So why is not using fix rate the default?
10  Java Game APIs & Engines / JOGL Development / Re: Thread question about JOGL on: 2007-12-04 03:28:04
Yeah I not actually trying to execute OpenGL calls from the input handling. The input handling just updates where or not keys are currently pressed, then the display method calls logic function which process the input handling.

But since its possible (though this is not currently the case) that display runs on different thread to AWT event thread access to the flags indicating wether a key is pressed may be subject to threading issues. If so then would need to use thread locking around access to the key press flags.

Or is this not the case and you can write applications as if it was single threaded?
11  Java Game APIs & Engines / JOGL Development / Thread question about JOGL on: 2007-12-03 05:25:58
The user guide has confused me a bit about JOGL, in particular the part talking about threading issues. It says currently implement on AWT event thread which works well due to input handling happening on AWT thread so there is no threading issues. Then it says they may change which thread OpenGL work is performed on in the future. So...

Do you have to deal with multi-theading when using JOGL? For example, synchronising access to game state due to AWT event thread input handling updating game state.
12  Java Game APIs & Engines / JOGL Development / Re: Limiting FPS on: 2007-12-01 11:48:53
Okay I think this is a bug. Using 1.1.1-rc7 of JOGL.

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public void display(GLAutoDrawable gLDrawable) {
      long delta = System.nanoTime() - lastLoopTime;
      lastLoopTime = System.nanoTime();
      lastFpsTime += delta;
      fps++;
     
      // update our FPS counter if a second has passed
     if (lastFpsTime >= 1000000000L) {
         frame.setTitle(TITLE + " (FPS: " + fps + ")");
         lastFpsTime = 0;
         fps = 0;
      }
     
      logic(delta);   // Perform game logic
     
      final GL gl = gLDrawable.getGL();
      gl.glClear(GL.GL_COLOR_BUFFER_BIT);

               render(gl);
     
      // flush the graphics commands to the card
     gl.glFlush();      
   }


Using animator = new FPSAnimator(glCanvas, FRAMERATE, true); I get fps of FRAMERATE.

Using animator = new FPSAnimator(glCanvas, FRAMERATE); its about 20fps lower then FRAMERATE.



13  Java Game APIs & Engines / JOGL Development / Limiting FPS on: 2007-12-01 08:12:32
How do you limit Frames per second to a limit with JOGL?

I notice GL.setSwapInterval(1); to enable vertical sync. Does this just go off the vertical refresh set by the OS? Is it possible to set custom FPS rate using swap interval?
14  Discussions / General Discussions / Re: Java Penetration? on: 2007-11-30 01:38:05
Well I hoping that they get it right with the new consumer JRE.

Java on desktop has always been a bit weak, and I hoping this new JRE is gonna make desktop Java more viable.
15  Discussions / General Discussions / Re: Java Penetration? on: 2007-11-30 00:32:58
Once Java N update is complete (see https://jdk6.dev.java.net/6uNea.html) its not gonna matter as much. It will be much easier to get the version you need onto the client.

Currently I bundle a complete JRE into the installer (stripping out the files you legally allowed to) to ensure the application uses the JRE that I developed and tested with.
16  Discussions / Community & Volunteer Projects / Open Source FPS engine on: 2007-11-29 08:51:59
I am looking to port ioquake3 engine to Java. And use the resources from OpenArena for content.

Not sure how far I gonna get though, the codebase is extremely hard to follow. I have found a port of Quake 2 codebase to Java (Jake 2) but its not very Java like. I still can't figure out how Potentially Visible Sets (PVS) are used to render the scene.

So does anyone have Java code (or even OO code in C++)  for working with BSP maps? I already found some GPL code for viewing MD3 models.

I also considering using jME. At this stage though I got no idea on how I can leverage the OpenArena content with jME. Models are in Blender and Maps are in MAP format.
17  Discussions / General Discussions / LWJGL or JOGL on: 2007-11-29 08:37:28
I am currently comparing LWJGL with JOGL + JOAL + JInput combination.

How to they compare in terms of support for OpenGL extensions?

With JOGL are you expected to use your own Vector and Matrix libraries? I did notice Java3D has vector package, can you just use that part of it without depending on the rest  of Java3D.

I got the impression that jME (jMonkeyEngine) is better for games then Java3D. Would knowing LWJGL help with using jME?

Also is there any libraries for implementing menus with LWJGL or JOGL? I suppose JOGL can use Swing for GUI stuff.

18  Discussions / General Discussions / Re: How to meld libraries together in a clever way? on: 2007-11-28 05:16:46
What about using revision control tools (CVS or SVN) to manage merging the changes made to JBox2D to the copy that you have added serialization too?

Also I believe byte-code manipulation is the cleanest approach, its what used in other persistence frameworks I have used in the past. However I have never used byte-code manipulation directly so take it with a grain of salt.
19  Discussions / General Discussions / Re: Alternative Java-based languages on: 2007-11-28 03:19:44
I am trying to decide between
* Java 1.6
* Nice
* Scala

I really like the extra features of Nice and Scala but not sure if its worth using something less people are familiar with. Does anyone here have any experiences with using Nice or Scala as the main programming language for game programming?
20  Discussions / General Discussions / Re: Double Buffering in Applets on: 2007-11-23 06:23:26
Okay I have uploaded the file here http://grom358.mygamesonline.org/bouncingballs_src.7z

In Main.java you can change with rendering option to use between Canvas with BufferedStrategy, BufferedImage JComponent and VolatileImage JComponent. Please note the code is a bit rough and is just for demo purposes.

PS. Anyone know of good file upload sites? My personal homepage host doesn't allow uploading of zip files and limited to 500Kb. Makes it hard to share source code. Even this forum only allows attaching image files.

21  Discussions / General Discussions / Re: Double Buffering in Applets on: 2007-11-23 05:36:44
Here is my VolatileImage version. I did some testing and it was roughly 150% faster.

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   public void updateDisplay() {
      if (vImg == null) {
         vImg = createVolatileImage(getWidth(), getHeight());
      }

      Graphics g = this.getGraphics();
      do {
         int returnCode = vImg.validate(getGraphicsConfiguration());
         if (returnCode == VolatileImage.IMAGE_INCOMPATIBLE) {
            // old vImg doesn't work with new GraphicsConfig; re-create it
           vImg = createVolatileImage(getWidth(), getHeight());
         }
         Graphics2D dbg = null;
         try {
            dbg = vImg.createGraphics();
            renderFrame(dbg);
         } finally {
            if(dbg != null) dbg.dispose();
         }
         g.drawImage(vImg, 0, 0, null);
      } while (vImg.contentsLost());
      Toolkit.getDefaultToolkit().sync();  // sync the display on some systems
     g.dispose();
   }
22  Discussions / General Discussions / Re: Double Buffering in Applets on: 2007-11-23 00:45:49
Are you by any chance reading the book written by Andrew Davison? This code looks awfully familiar Smiley

Yes, this code is basically what he shows in "Killer Game Programming in Java".
23  Discussions / General Discussions / Re: Double Buffering in Applets on: 2007-11-22 05:10:11
Here is my current code for rendering
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// off screen rendering
       private Graphics dbg;
        private Image dbImage = null;

        private void updateDisplay() {
            if (dbImage == null) {
                // Create buffer image
                       dbImage = createImage(width, height);
                        if (dbImage == null) {
                                System.out.println("dbImage is null");
                                return;
                        } else {
                                dbg = dbImage.getGraphics();
                        }
                }

            // Render frame to off-screen buffer
           renderFrame((Graphics2D) dbg);

                // Use active rendering
           Graphics g;
                try {
                       g = this.getGraphics();
                        if ((g != null) && (dbImage != null)) {
                                g.drawImage(dbImage, 0, 0, null);
                                Toolkit.getDefaultToolkit().sync();  // sync the
display on some systems
                                g.dispose();
                        }
                } catch (Exception e) {
                        System.out.println("Graphics context error: " + e);
                }
        }


I was just looking to use createVolativeImage  instead of createImage. And the best way todo that for an JApplet. JApplet doesn't provide createBufferStrategy and using JFrame not an option since I want to use JApplet for display in the page.
24  Discussions / General Discussions / Re: Double Buffering in Applets on: 2007-11-20 10:06:53
So to clarify what you said.. Don't mix AWT with Swing?

And what do you mean by VolatileImage should only be used in fully supported environment? What is a fully supported environment?

What restrictions do applets have in terms of using VolatileImage?

25  Discussions / General Discussions / Re: Double Buffering in Applets on: 2007-11-19 03:29:48
What if I want to add swing UI around the game area? IIRC you not suppose to mix heavyweight (Canvas) with lightweight components (JButton, etc)
26  Discussions / General Discussions / Double Buffering in Applets on: 2007-11-19 00:59:11
I come across an article that was talking about double buffering for games. https://ping.dev.java.net/

They using BufferStrategy to manage the double buffering (which may use VolatileImage in the background). I currently have some good for applet that creates a BufferedImage, but would like to change it to use BufferStrategy and take advantage of VolatileImage. However, createBufferStrategy seems to only exist on java.awt.Window which JApplet is not a part of.

So does this mean you are stuck using VolatileImage directly yourself?
27  Game Development / Game Mechanics / Collision Detection Methods on: 2007-11-16 06:37:11
I trying to compile information on various ways todo collision detection and pros/cons of each method.

I was creating simple demo of balls boucing around and colliding with each other (see http://grom358.mygamesonline.org/bouncingballs.html and explaination at http://grom358.mygamesonline.org/bouncingballs_guide.html). I believe this is what is known as a sweep test cause it finds out if and when objects collide.

Pros: Always detect collisions
Cons: Sweep tests get more complex for other shapes

The other I am aware of at the moment is to make small steps in time and test if the objects overlap.
Pros: Do not have to deal with dynamic movement of object in collision detection code
Cons: Fast or small moving objects detections can be missed cause they collide in between the time steps
28  Discussions / General Discussions / Re: State of Java Gaming? on: 2007-11-15 16:13:48
Sorry Kev,

I haven't really look at Slick. And yes I was passing judgment based on the version number. My bad.

I was really just posting my initial thoughts from quick browsing of Java related gaming stuff. And I found that some of the libraries people mentioned are dead. By the way, Slick looked the most active to me. And I know Stencyl is in development, but to be honest my inital though was that it was vapourware. Causes it got this very nice looking website and screenshots, but the download page is empty.

I should of written my first post saying this, instead of bashing Slick for not being 1.0 release. For that I apologize.

Kind Regards, grom358.
29  Discussions / General Discussions / Re: State of Java Gaming? on: 2007-11-15 15:55:00
>>Slick hasn't reached a 1.0 release yet.

> That doesn't mean anything, really.

Okay. I really looking forward to seeing stencyl which AFAICT is based on SlickSet which is based on Slick.

What else is competing with Slick that is currently active?

JGame looks active http://www.13thmonkey.org/~boris/jgame/.

Also Phsy2D is active. http://www.cokeandcode.com/phys2d/
30  Discussions / General Discussions / Re: State of Java Gaming? on: 2007-11-15 14:16:30
GTGE looks dead. 0.2.3 Release is from 07/03/05

Slick hasn't reached a 1.0 release yet. Also is there website at all for SlickSet?

OctLight appears dead. Last updated: 2005-02-13

Although there is plenty of Java 2D games, it doesn't look to be in good state on 2D front library/engine wise.
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