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1  Discussions / General Discussions / Re: Your opinion about DirectX10 and OpenGL? on: 2006-08-22 00:41:37
No, he doesn't, it's a red herring. GC is about memory management, not resource management.

Cas Smiley

But how do I know, when I have to free native resources?
2  Discussions / General Discussions / Re: Your opinion about DirectX10 and OpenGL? on: 2006-08-20 19:17:38
One year ago I wanted to write a Direct3D-Binding for Java. But I stopped, because I didn't had an idea how to free native resources in a determenistic way (finalizers are undeterministic) when an object isn't referenced anymore. So if you have an idea, tell me please ...

By the way: It would be great, if Sony uses Java as a reactiion to Microsoft's XNA stuff on their PS3. Maybe that will be possible, when Java is completely open-source ...
3  Java Game APIs & Engines / JOGL Development / Re: Render loop is creating a lot of garbage with JOGL on: 2006-04-09 20:21:05
So you think it is normal?

I'm just wondering, because when I use "app.setVisible(true)" only, it works, without the GC getting active every second.
4  Java Game APIs & Engines / JOGL Development / Render loop is creating a lot of garbage with JOGL on: 2006-04-09 14:12:22
Hi,

i'm currently trying to create a render loop with JOGL.

The basic device creation looks like this:

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public class ExampleScene extends Frame {
   
    private GLCanvas canvas;
   
    public ExampleScene() {
        GLCapabilities glcaps = new GLCapabilities();
        canvas = new GLCanvas(glcaps);
       
        ExampleSceneView view = new ExampleSceneView();
        canvas.addGLEventListener(view);
       
        setSize(500,500);
        setTitle("JOGL test");
       
        add(canvas, BorderLayout.CENTER);
       
        addWindowListener(new WindowAdapter() {
            public void windowClosing(WindowEvent e) {
                System.exit(0);
            }
        });
    }
   
    public static void main(String[] args) {
        final ExampleScene app=new ExampleScene();
       
        app.setVisible(true);
    }


This implementation works fine. But when i add a render loop like this ...

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    public static void main(String[] args) {
        final ExampleScene app=new ExampleScene();
       
        app.setVisible(true);

        while (true) {
            app.canvas.display();
        }
    }


... the garbage collector gets active every second Sad

In the render loop I am NOT creating garbage.
So there has to be a problem with JOGL ...

Is there a workaround for this? Or is it even normal?
5  Discussions / Community & Volunteer Projects / DirectX SDK-like Sample browser for Java gaming libraries (JOGL, JOAL, ...) on: 2006-03-02 17:24:44
Hi Smiley

Today i've checked out some samples of the DirectX SDK and wondered, why there isn't something like a Sample browser for Java gaming libraries.
I think, that this would really make the thing user-friendlier and more attractive for beginning java game developers.
So why not program a swing-based Sample browser for libraries like JOGL, JOAL, JInput, LWJGL, ...?
Also things like tutorials could be included in it.

For those of you, who don't know what I mean:



Tell me what you think about this idea!
I'm looking forward to read your comments! Smiley

PS: And sorry for my bad english Roll Eyes
6  Discussions / General Discussions / Re: Where Are You? on: 2005-08-12 00:14:11
Bavaria, Germany - ~50 km away from Coburg, where CryTek (the company who made Far Cry) is Smiley
7  Discussions / General Discussions / Re: Looking for people, that are interested in wrapping Direct3D for Java on: 2005-08-02 17:51:43
OK, i will go for BSD Smiley
8  Discussions / General Discussions / Re: Looking for people, that are interested in wrapping Direct3D for Java on: 2005-08-02 12:53:30
Are you going to make this a java.net project?  Have you chosen a license?

Yes, i definitly want it to be a java.net project.
It will be open source, but I haven't chosen a license yet, maybe GPL or LGPL ...
9  Discussions / General Discussions / Re: Looking for people, that are interested in wrapping Direct3D for Java on: 2005-07-27 18:22:34
One question: Do you want the JDirectX-API to be in Java Code Style or should i keep it for compatibility? Java Style would be setTexture() instead of SetTexture() for example.
10  Discussions / General Discussions / Re: Looking for people, that are interested in wrapping Direct3D for Java on: 2005-07-26 15:40:55
so you want the users of your engine to code two rendering paths, DX for windows, OpenGL for linux and mac? Even then, for any good engine, your going to have to deal with shaders anytime soon. With OpenGL you got GLSL, and you have to code the same effect in HLSL?...

I think thats asking alot from any viable engine...

DP

For API-independent shaders there is NVidia's CG.
For my engine i will use JOGL, LWJGL's OpenGL and JDirect3D as selectable plugins and my shaders will be written in CG.
For Direct3D of course, you will be able to write specific HLSL shaders.
11  Discussions / General Discussions / Re: Looking for people, that are interested in wrapping Direct3D for Java on: 2005-07-26 14:41:06
But if you're using D3D, you're already locked to windows, so why not use a language which actually has proper support for DX?

... I don't want to make a platform independent library like JOGL, but just a alternative for windows user. ...
12  Discussions / General Discussions / Re: Looking for people, that are interested in wrapping Direct3D for Java on: 2005-07-26 13:58:21

Even if .NET is called platform independent, there are certain parts in the class library, that are designed platform dependent - for example the System.PlatformID enumeration: Win32NT, Win32S, Win32Windows and WinCE are the only possibilities - and all of them are Microsoft OSs. Of course there are workarounds for this kind of problems. But i like the fact, to write a program and run it anywhere without problems (which you have with mono currently).

But: Back 2 topic now Smiley
13  Discussions / General Discussions / Looking for people, that are interested in wrapping Direct3D for Java on: 2005-07-26 13:45:17
Hi,

i'm currently working on a Direct3D-Wrapper (not the whole DirectX, that would be senseless, because DX is platformspecific and i just want to provide a renderer alternative).
I've already implemented the basic stuff (like vectors, matrices, quaternions, planes ...) and now i'm looking for people, that are interested in helping me to write this wrapper.

As I already said: I don't want to make a platform independent library like JOGL, but just a alternative for windows user.

I'm looking forward to read your answers Wink

PS: I want to use Managed DirectX as the template
14  Java Game APIs & Engines / JOGL Development / Re: Problems when compiling JOGL on: 2005-07-25 11:52:32
Could anybody of you post the GL.java (Version 1.1.1), please?
15  Java Game APIs & Engines / JOGL Development / Problems when compiling JOGL on: 2005-07-24 13:33:04
Hi,

I wanted to compile JOGL (1.1.1) to get the GL.java but I got the following error:

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build.static.gl:

     [echo] BuildStaticGLInfo has been built successfully.

declare:

build.static.gl.task:

     [echo] StaticGLGen ANT task has been built successfully.

java.generate.check:

java.generate:
     [echo] Generating GL interface class
  [gluegen] java.lang.NoClassDefFoundError: antlr/TokenStreamException
  [gluegen] Exception in thread "main"

BUILD FAILED
C:\Dokumente und Einstellungen\Christoph\Desktop\gl\jogl\make\build.xml:1071: The following error occurred while executing this line:
C:\Dokumente und Einstellungen\Christoph\Desktop\gl\jogl\make\build.xml:470: GlueGen returned: 1


I followed the instructions in the HowToBuild.html but I still have no success.

Could you help me, please?
16  Java Game APIs & Engines / JInput / Compiling the Linux-Plugin for JInput ... on: 2005-07-15 22:53:38
Hi,

i've downloaded the JInput from CVS and tried to compile it.
My problem is, that it doesn't compile, because it can't find the class "LinuxDeviceRumbler".

File: LinuxDevice.java
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      if(getFFEnabled()) {
         System.out.println("Java code thinks FF is enabled for device " + name);
         Rumbler[] tempRumblers = rumblers;
         rumblers = new Rumbler[rumblers.length+1];
         System.arraycopy(tempRumblers,0,rumblers,0,tempRumblers.length);
         rumblers[rumblers.length-1] = new LinuxDeviceRumbler(nativeID);
         System.out.println("rumblers.length: " + rumblers.length);
         System.out.println("getRumblers().length: " + getRumblers().length);
      } else {
         System.out.println("Java code thinks FF is disabled for device " + name);
      }


Could you please help me to solve this problem?

Thanks Smiley
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