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1  Discussions / Miscellaneous Topics / Re: Preferred OS? on: 2012-08-03 08:47:14
I use a mixture of Lion and Windows 7. Both have strengths and weaknesses. The main the reason I use Lion is because of its clean look and the fact that Screenflow, my favorite screencasting software, is exclusive to Mac. Sometimes I do think it's a bit clumsy though. Windows 7 is a solid OS, which supports many more programs that Mac does. I use it for gaming and programming, since I really don't like using a Logitech keyboard on a Mac. It can get a bit sluggish if I'm not careful, but if I regularly delete unused programs, that's not an issue.π 
2  Game Development / Newbie & Debugging Questions / Re: What are OpenGL's limits? on: 2012-08-03 08:39:34
Here are two ways by which you can improve performance with OpenGL.

Don't use immediate mode (glBegin/glEnd, excluding display lists)
You should use a rendering method where you supply the vertex data only once, and modify it as little as possible. This allows the GPU to optimise the way it handles your vertices, because they are stored in the server memory (memory on the GPU) instead of in the client memory (memory on the CPU or RAM). Try using display lists or VBOs.

Call as little OpenGL functions and possible
Try minimizing the amount of OpenGL functions called. For example, constantly binding and unbinding textures can be a costly operation. When you call a function like glGet, the graphics card has to execute all the previously issues commands (it doesn't do most of them directly) before it can give you a correct value. The less synchronisation there has to be between the CPU and the GPU, the better.
3  Games Center / Showcase / Re: Hunger Games Board Game v0.2.1 on: 2012-08-03 08:23:44
I think it's amazing how you've done this with so little knowledge of Java. Good job!
4  Discussions / General Discussions / Re: Introduction the the LWJGL – Video Tutorials on: 2011-11-16 05:52:30
I will try and do that, thanks.
5  Discussions / General Discussions / Introduction the the LWJGL – Video Tutorials on: 2011-11-15 18:43:06
Dear community

I have created a series on YouTube which teach you basic stuff with the Lightweight Java Game Library. For those who are interested, here is a link to the playlist:

Here's a brief overview of what I have covered so far:
- Setting up the environment (
- Creating a display (
- Accessing OpenGL (
- Input (
- Textures with slick_util (
- Game states (
- Timing or animation (
- Entities (
- Ping, Pong (

I hope this is useful to you,
TheCodingUniverse (as seen on YT)
6  Game Development / Newbie & Debugging Questions / Re: Entities, and how should I handle them? on: 2011-11-15 08:42:24
Thanks, I'll check the other Entity systems out for sure.

By the way, what's a composite?
7  Games Center / Archived Projects / Re: State of Profit on: 2011-11-15 07:40:16
Offtopic: Are you Dutch?
Ontopic: This game looks amazing, what a pain it must have been making it.
8  Game Development / Newbie & Debugging Questions / [RESOLVED] Entities, and how should I handle them? on: 2011-11-15 07:37:02
So, I made the choice of purely using the LWJGL for creating my games. After a week or so, I stumbled across 'Entities' – or game objects. After about half an hour I came up with an interface called Entity. The interface declares the following methods:

public interface Entity {
   public void draw();
   public void update(int delta);
   public void setLocation(double x, double y);
   public void setX(double x);
   public void setY(double y);
   public double getX();
   public double getY();
   public double getWidth();
   public double getHeight();
   public void setWidth(double w);
   public void setHeight(double h);
   public boolean intersects(Entity e);

After I made this I created an abstract class called AbstractEntity, which basically implements everything but the draw method. For the intersects method I used the class java.awt.Rectangle, lazily initialized as a private instance variable using the width, height, x, and y variables.

My question is: will this code suffice for real use?

Thanks in advance,

EDIT: Please close this thread – my question has been answered.
9  Game Development / Newbie & Debugging Questions / Re: Java 6 or 7? (Solved) on: 2011-11-15 07:29:51
I recommend you stick with Java 6. Unless you really, really, want the new features provided by the Java 7 library, Java 6 is the better choice. Especially for schools, which always have a hard time upgrading their computers and software.
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Java Gaming Resources
by philfrei
2017-12-05 19:38:37

Java Gaming Resources
by philfrei
2017-12-05 19:37:39

Java Gaming Resources
by philfrei
2017-12-05 19:36:10

Java Gaming Resources
by philfrei
2017-12-05 19:33:10

List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
2017-03-02 08:44:05 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
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