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Discussions / Miscellaneous Topics / Re: anyone want a gmail account?
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on: 2006-01-28 20:40:56
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I now obtained a @googlemail.com account thanks to your invitation code.
How does Google decide if the invitated person shall obtain a @googlemail.com or a @gmail.com account? Um. Oh. Are you sure it isn't selectable then? Yes I couldn't select. I changed the language in the menu and the location but this didn't affect the @<ending>. It's no problem, because actually Google aliases the adress@googlemail.com to adress@gmail.com and vice versa, but as a developer we always want to know all details, isn't it? :-)
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4
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Discussions / General Discussions / Re: If you ever wanted a reason to use a modern langauge...
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on: 2006-01-27 20:13:05
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There's an article called "Mature Optimization" that shows you just how far in the past modern game developers are living. A good 50% of the "optimizations" to do up front that are listed are given for free in a modern language like Java. The old problem with C++, which basically is an OO macro assmbler (C is the pure macro assembler)... :-) Its such a shame to see an industry that used to be on the edge of technology, falling so far behind even us common enterprise engineers. How true.
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Discussions / Miscellaneous Topics / Re: anyone want a gmail account?
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on: 2006-01-27 16:12:18
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If somebody still has got some @gmail.com invitations I'd take one. PM maybe? Thanks.
(I'd prefer a @gmail.com instead of @googlemail.com account. The latter being the default for some countires like Great Britain, Germany, ...)
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7
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Games Center / Archived Projects / Re: Blobette - at last!
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on: 2006-01-23 09:31:09
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By the way, there is a 2-player mode! Well, that's great. Sorry for having overseen it. (it's nearly impossible to oversee it. Shouldn't look too long into the computer screen :-)
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9
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Games Center / Archived Projects / Re: Blobette - at last!
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on: 2006-01-17 18:18:31
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A very nice version of this oldie but goldie. Did I have sound with you applet? Don't think so... :-)
Oh, a two player version would be top (two players versus eachother on the same computer). My wife loved the original anyway...
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Discussions / Community & Volunteer Projects / Re: Transport Tycoon goes Java
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on: 2006-01-16 10:11:24
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I've tested the newer benchmarks and still think it's somewhat slow, but well, I'm no Java2D expert. From what I've seen from Kevin's and other's Java2D examplesI think it should go much faster. Could any Java2D expert please comment? My own hobby 2d project (a parallax side scroller) is being done in OpenGL (JOGL) with an 1:1 orthogonal view (so no scaling of the bitmap textures) but just because the game's main task (> 75%) is to move textures around on the screen and the whole point is smoothly moving tons of large sprites. :-) This won't be the case for your Tycoon game, where just a small amount of the game's performance goes into drawing the graphics (25% maybe?). So I wouldn't worry too much about graphics speed. Because by the time you finish the other parts of your game in Java you'll have evaluated a fast and neat way to plot them in Java2D. And... of course it's a good idea to encapsulate your internal graphics system so that you can always decide to change the final plotting class(es) of the sprites. Good luck with your project! There are many Tycoon fans out there. Btw, I suggest to open another thread on the Java2D sub-forum here: http://www.java-gaming.org/forums/index.php?board=15.0Not linked to the exact type of the game, but "just" something like: how to do fast isometric plotting with Java2D or such...
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11
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Discussions / Community & Volunteer Projects / Re: Transport Tycoon goes Java
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on: 2006-01-13 21:43:03
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I run the test.jar and I think Java2D is capable of rendering many more sprites per frame. There are some important points to note however, so for example to make them hardware accelerated by Java. Many of these notes have been discuessed in the forum's 2D threads. I'm pretty sure some Java2D experts read so please: comment. :-) Thanks. Kevin's currently moving, so we'll have to wait for his comments. Still his (?) FAQ is nice and helpful IMO: http://wiki.java.net/bin/view/Games/FAQ#2D_RenderingJust in case the correct way to use Java2D doesn't bring the performance you need then I'd go the OpenGL route. However, I can't imagine you'd need the direct metal OpenGL way to do a isometric simulation. P.S. Chris Sawyer rules. Together with D. Braben one of the - if not the - brightest minds in the entire video gaming industry. Man, he wrote the entire Rollercoaster Tycoon in Assembler. A real Scottish braveheart. :-)
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Java Game APIs & Engines / JOGL Development / Re: quick question why sun...?
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on: 2006-01-12 22:04:14
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so there will be in mustang jogl
I don't think Mustang will already have got JOGL... so why sun has not add to the mustang some support for matrices something like in java m3g - transformable etc, there could be some classes like for example matrix44 and they also could be used with jogl Do you know Java3d's vecmath lib? You can use it now: it's a sub project of Java3d, located here: https://java3d.dev.java.net/(In case you don't want to CVS and compile it yourself, just go to the download page of Java3d and download one of the various ZIPs which include a current vecmath.jar file)
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Java Game APIs & Engines / Tools Discussion / Re: What IDE is suitable for Java3D?
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on: 2006-01-11 09:34:39
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Netbeans works fine too and there is a J3D scene graph browser plug in for it that can be useful. Didn't know this plugin yet, thanks for the hint; I'll look out for it. Btw several of the updated demos in Java3d now have got some ".form" files in the source packages so some of the developers use Netbeans to develop.
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15
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Games Center / Archived Projects / Re: Java Flight Simulator
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on: 2006-01-05 20:33:37
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A Webstart version would be nice indeed. There's an extra Java3d sub project on dev.java.net named "J3d Webstart" including samples and a ready to go JNLP example file which loads the signed Java3d 1.3 or 1.4_beta JARs and LIBs from the dev.java.net site so when Webstart asks the user to accept the extensions a nice SUN certificate appears which looks much better than the usual "John Doe signed this applet" dialogue... :-) Please see: https://j3d-webstart.dev.java.net/
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Java Game APIs & Engines / Tools Discussion / Re: What 2D graphics packages are you using?
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on: 2005-12-30 14:33:49
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Some of you may know Xara, the 2d vector package, which has been an awful program since its birth on the good old british Acorn Archimedes computers: Artworks from Computer Concepts (together with their DTP app Impression it's been two so nice apps). Several years ago it's been rewritten for PCs and named Xara (and the company renamed Xara), then it's been bought and published by Corel and later on bough back by Xara Ldt. Now the wonderfull app''s being named Xara Extrame, or Xara X in short. Now the interesting part: Xara Extreme's going to become OpenSource and free to use, and when it's ready there shall be a Linux, Mac, Win version. OK, I'm not an artist unfortunately, but everybody who used this nice 2d art package has been deeply impressed. Maybe it's for you, too. http://www.xaraxtreme.org(Some of the nice cliparts are still from the Archimedes, hehe. See http://www.xara.com for cliparts.)
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Game Development / Newbie & Debugging Questions / Re: running a jar with java arguments?
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on: 2005-12-28 14:57:13
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you can set some vm args inside your code with System.setProperty(), for example, you can set the opengl pipeline on, if any component is visible yet, if you call 1
| System.setProperty("sun.java2d.opengl", "True"); |
That's a good hint and keyword. In the same way it's possible to set most (all?) of the Swing switches when your main class does it before any visual component is being created. For example my typical main class loads some prefs and then issues: 1
| System.setProperty("swing.aatext", "true"); |
... and then creates the JFrame and so on.
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Game Development / Newbie & Debugging Questions / Re: running a jar with java arguments?
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on: 2005-12-28 09:58:05
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If you really hate batch files and know your user (or you) can always start a JAR by double clicking it, you could use a mini JAR file to start your big JAR file with the needed memory parameters.
There's been a small thread about the topic a long time ago, which I started and with the help of some good forum people it worked very well then.
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Game Development / Performance Tuning / Java's "keepWorkingSetOnMinimize" switch
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on: 2005-12-22 14:33:13
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Recently on the Netbeans mailing list somebody suggested that this switch could help in preventing bad operating systems like Winblows to swap out large Java applications when their windows are being minimized. I think most Winblows users will know this bad behaviour which makes our (large) Java apps so much more sluggish than need be.
The switch is: -Dsun.awt.keepWorkingSetOnMinimize=true
I now use it with Netbeans and it does improve things nicely. Of course if there's not enough RAM no tweak solves your missing RAM problem, but anyway the switch looks to be quite helpful.
I tried it with another Java application which I've got open all day: JEdit. It's much smaller than Netbeans but still the switch makes things better. Since I've linked the double click of many textual file types to JEdit the loading of these files is faster with the switch when for example you previously hit winblows_key + M.
I've no idea which JDK version actually invented this switch but J2SE 1.5 supports it.
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Discussions / General Discussions / Re: GPU Poll
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on: 2005-12-21 15:22:58
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Maybe Spasi would like to add a few more of the popular older 3d card in this poll description. Yes, but I'm sure many people don't even know which shader model their gfx card support, so they won't vote. :-)
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Game Development / Networking & Multiplayer / Re: Sun's GameServer tech...
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on: 2005-12-15 13:02:36
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Hmm... so where have we heard that before... Oh wait - It's Jogl/Joal/JInput all over again! Vauge hintings at "don't waste your time" for about two years, lots of comments about amazing new technology which will solve all problems for you, followed by about a years worth of silence and eventually a bunch of unreliable, incomplete and rushed libraries! Well, Jeff is not in the management. :-) Maybe he should. However then we'd loose a great tech guy. So better stay in the tech world. I think Jeff (and Ken and the other few SUN guys here in the forum) do a great job. JOGL is matured now. I think it's very nice and the new JSR makes things even nicer. It's reliable, complete and evolved. Oh, and what happens with Java3d is amazing, too. Well, I always impress those Java devs who're not sure about performance topics with Jeff's and Steve's excellent book Java Platform Performance: Strategies and Tactics". The good thing's many of these devs can use the performance topics discussed in the book, here in the forum (also with Jeff's nice FAQ(s)) for their non-game topics, too. See our friendly forum mate Mark for example. Well, Java is great, really.
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Discussions / Miscellaneous Topics / Re: 2 reasons to celebrate
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on: 2005-12-06 14:57:03
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the most amazing, sweet, funny, smart, beautiful girl ever to walk this earth
Impossible, I'm already married to that one! ;-) Me, too. :-) A "4k baby" that's funny. Anyway, congratulations! Yeah, they do that, somehow... Well that's wifes. :-)
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Add your game by posting it in the WIP section,
or publish it in Showcase.
The first screenshot will be displayed as a thumbnail.
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