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1  Games Center / Java Technology Game Development Contest - 2004 / Re: Got my price!! on: 2004-12-30 13:20:51
Seems the bigger the item, the longer it takes! The zodiac only took around 2 weeks to get to me.

Let's just hope the 2005 contest doesn't start offering might take a decade to get it! Smiley

2  Games Center / Archived Projects / Re: StreamGlider on: 2004-10-14 22:49:59

At work I have an Intel 82865G Graphics Controller and the game's arenas appear all white. When I run the requirements checker, it tells me the max 3D texture size supported is 128x128, which is insufficient (I use 256x256). I think you have this same issue more or less.

When the system can't handle what J3D throws at it, the API disables textures, hence the white. I wish there was a better handling of this scenario, but there isn't. That's why there the little utility to go alongside my game.

3  Games Center / Archived Projects / Re: StreamGlider on: 2004-10-14 00:03:08
I must admit I'm also attempting to make sense of my last post. Whether the user in on Win, Linux or Mac makes no difference. Man, I should definitely not write when tired (or think for that matter).

Indeed, the lack of J3D jnlp install on Mac is not a big issue, but it would have been nice from my perspective, one unified way of distrbuting the game. Any idea why Apple isn't joining the webstart love ?

The jnlp for the game now supports Mac OS X, go for it.

However, the requirements checker still cannot be run on OS X because it needs a bleeding-edge version of J3D (1.3.2, can query 3D texture capabilities) which isn't available from Apple. Other than that, fingers crossed!

4  Games Center / Archived Projects / Re: StreamGlider on: 2004-10-13 02:23:14
Thanks for playing, glad you enjoyed it !

The 3D part of the game is run in a different window, so it's normal that you see a flickering. I have the same annoying rez change and flicker on my system, but I don't think that can be helped because I switch back and forth between my Java2D menus and my J3D game arenas. If you see all white all the time, then definitely your card doesn't support 3D textures. Just to be curious, you could try the requirements checker. If it tells you your card has 3D texture mojo, there's a chance your system simply can't handle well the full screen exclusive mode and that the game runs well in windowed mode (here's to hoping). What's your gfx card ?

5  Games Center / Archived Projects / Re: StreamGlider on: 2004-10-12 22:57:07
I kinda made that on purpose. I first wanted Linux and Windows users, then I'd concentrate on Mac once I was reasonably sure it worked well on the 2 platforms I can work on directly. Thanks for your interest, I'll keep it in mind. For now tho it seems I have slightly bigger problems as you may have read the past flurry of negative experiences Smiley

One thing that could help ATI users to run the game is the D3D version of J3D, though I need to come up with a hassle-free way of squeezing it thru jnlp instead of OGL.

The joys of leeching off Sun's servers. :-/
6  Games Center / Archived Projects / Re: StreamGlider on: 2004-10-12 00:09:17
Hey, I just saw SG perform on a WinXP-GeForce FX, and sure as hell, the performance was lamentable, far worse than on my GeForce3 (which is an older card). Pretty bizarre. Seems to be very dependant on what card you have, as blah suggested.

7  Games Center / Archived Projects / Re: StreamGlider on: 2004-10-11 23:57:37
Indeed, 3D texture support (volume textures) are by far the most difficult requirement to have to play SG. Might very well explain why most of your systems are slow/crashing.

They *are* part of OpenGL 1.2 spec, yet as OT said sometimes they're supported thru software, or generally as an afterthought. For example, I had an old ATI Radeon 8xxx simply ignore the setting and default to one non-depth-animated texture.

I painfully learned a while ago not to assume that an OpenGL1.2-compliant card automatically supports 3D textures, hence I made a utility to detect that capability among gfx cards. However, even tho a driver may say it supports them, it might still be doing it thru software and be, as you say, dog-slow.

As for the why, it makes for great clouds/nebula animations, subtle changes in colors/patterns without having to muck around with vertex colors. Makes my game look pretty unique I think, and my gameplay depends on it. It was a technology gamble from the start, I didn't know whether or not that feature would become widespread/more supported, not being a graphics expert.

Let this be a lesson to you kids out there, never have your game depend on one specific fruity technology!

8  Games Center / Archived Projects / Re: StreamGlider on: 2004-10-11 16:54:53

@abies and princec:
Thanks for trying it out guys, can I get your OS/gfx cards please? As well as your (abies) sound card? Can you also try launching w/o sound to see if it works ?

The requirements checker detects for 3D textures capabilites, I should probably check for proper sound support too. Kinda taking that for granted tho, probably a JavaSound issue, I've had one of those on Linux.

princec, didn't you see anything at all? Splash screen, title screen, nothing?
9  Games Center / Archived Projects / Re: StreamGlider on: 2004-10-11 12:16:24

I don't make benchmarks, I make games. Wink And you're comparing apples and oranges (OGL bindings versus scenegraphs).


Ok, so far I've got one person able to play the game out of three. Not a nice statistic, but I'll press on. Since I'm already getting 100-ish page views, I'm assuming more than 3 people actually tried to play the game. Any untold successes? Come on, don't be shy!
10  Games Center / Archived Projects / Re: StreamGlider on: 2004-10-11 11:42:40

Thanks for persevering! I assume sound also plays ok for you?

The game has indeed a 2D gameplay, but some effects I use on the map require 3D (you'll see soon enough if you keep on playing).

11  Games Center / Archived Projects / Re: StreamGlider on: 2004-10-11 01:56:21

Full screen exclusive mode support is absolutely abysmal in 1.4 Windows. Sound under 1.4 is equally sucky/high-latency thanks to the absence of DirectAudioDevices. I ran the contest on the 1.5 beta VM.

I got no problem with 1.4 on Linux, thanks in part to the absence of a FSEM, so that's why there's a difference in requirements.

Even if you install 1.5, you can still disable its use from the java ControlPanel in Windows afterwards, so I don't really see a problem ?
12  Games Center / Archived Projects / Re: StreamGlider on: 2004-10-11 01:43:16
Thanks for the feedback, always good to know when stuff breaks.

Can you email me a screenshot of what you mean? I got ok results in IE and Mozilla. The "web designer" is actually SimpleSite, an automated thingy, but sure, I can throw a book at it. How about yours? Smiley

Noted. Can you try with windowed mode and no sound please ? I'm betting you'll be luckier...

You should get more than 30 FPS with your system, you have absolutely no excuses. Smiley  Level loading should be around 5 seconds in most cases. I'll wait for other people to try it before I investigate, but thanks for your answer.

As far as J3D killing performance, I didn't believe it 3 years ago, I still don't believe it now. I'm actually glad I stuck with it, it's not perfect but it suits me fine. I did try porting to Xith a while back but got disabled textures and incorrect geometry culling. Performance was better FPS-wise but that's because they don't cap with the vsync like J3D does. A non-issue from my POV. I may try again in the future tho, but it's definitely non-trivial for my project, don't know why yet.

If J3D has compatibility issues on Linux, that's another story entirely. I've got ultra-smooth gameplay on Mandrake 10 with a GeForce3. Anybody else having Debian woes?

There's nothing like a good reality check. Keep the comments coming.
13  Games Center / Archived Projects / StreamGlider on: 2004-10-10 18:44:12
Hi all,

I'm happy to present the first public version of StreamGlider, a game I've been developing for some time now.

StreamGlider has the dubious honor of being the only contest winner that has its first public release after the contest (waaay after). How's that for building community momentum ? Roll Eyes Now it's available thru webstart at the above website, along with screenshots, play instructions, and specific tech. requirements.

The game runs on Windows and Linux at the moment.
I'd like to get it working on Mac. If somebody's willing to assist me (private email exchanges, and bearing with multiple try-out downloads), please email me, or just say so below.

On a related note, I'd like to hear from people with mostly recent hardware that can't get the game to work. I've been especially diligent in that area, providing a utility to help detect outdated graphic hardware so people don't waste bandwith downloading the game for nothing. I'd like to add a list of bad graphic cards/OS configs for that utility to show the user in case it still can't determine if SG can run on the system.

The game so far contains 2 "migrations" (or level packs). You can also see a rough outline of future developments at the website.

14  Discussions / General Discussions / Re: Java Games Factory (Donation Drive) on: 2004-09-22 22:28:28
Hold off on the refund button, the cause is definitely worth it. I'm in.

(If you put as much passion in this thing as you do towards webstart "evangelization", I can't see how this'll fail Smiley )

15  Java Game APIs & Engines / Java Sound & OpenAL / Re: Which Java sound API is the best? on: 2004-09-17 15:52:50
JavaSound *had* very high-latency sound, the kind that was unacceptable (IMO) for an arcade game. Everything was done in software on Windows prior to Tiger.

Now that the new DirectAudioDevices are returned by the mixers, you can have the same kind of performance (latency-wise) as you would thru DirectSound.

HOWEVER, the JavaSound specs do NOT impose that an implementation support basic controls such as volume changes. Apparently the goal was to provide just a "pure" line to the sound card, nothing more.

What this means is if you want anything more than straight playback and looping, you have to implement your own DSP functions. Yes, even for stupid volume changes, just in case the implementation you're using doesn't support the control. It most likely won't unless you're using JS's non-hardware mixer, the default prior to DirectAudioDevices. has some JS-plugins that do the heavy-lifting (especially for volume changes), but you still have to integrate it to your mixing routines. Definitely not a plug-and-play solution.

I implemented by game audio lib a couple of months ago, after looking at the open source alternatives and their deployment/stability issues, I chose JavaSound and I'm still happy with it. I spent a lot of time tho tweaking my mixing routines to avoid any pops/clicks during my sound playback. Beware. I also only play wave files in my game.

I recommend you give a hard look at all other alternatives first.

16  Java Game APIs & Engines / Java Sound & OpenAL / Re: javax.sound.sampled and ALSA on: 2004-09-14 00:09:09
I've got a similar problem. I'm running ALSA drivers, and I *think* I've got the dmix plugin enabled. Now,from what I read, this allows Linux to use the famed DirectAudioDevices (i.e.: non-sucky JavaSound) as well as mixing multiple lines/channels together.

My game already sounds like a charm under Windows with DirectSound-implemented JS, using both Clips (in menus) and SourceDataLines (in game) playing multiple concurrent sounds, so it's not like I'm a total JavaSound noob.

I've got the following problems:

A - The same code that detects multiple/infinite channels for my sound card (mobo-nforce2) under WinXP detects only ONE such line under Linux. Using Mixer.getMaxLines(DataLine.Info). Assuming problem B doesnt exist (see below), this would theoretically allows me to only play one sound at a time. That ain't enough.

B - When my game does its first ais), it throws a "javax.sound.sampled.LineUnavailableException: line with format PCM_SIGNED, 22050.0 Hz, 16 bit, stereo, little-endian, audio data not supported." Funny thing is I check the availability of my line and the mixer tells me I've got (only) one (see A), in the same format as my Clip object.

So my guess is dmix is not enabled correctly, which prevents my game from doing soft-level mixing and returning multiple/infinite channels to my code. Another process/app is somehow hijacking my only line, causing both problems to be sound showstoppers (I wish that was a pun).

Can somebody tell me if my above assumptions are correct ?? Are there people who have played *multiple*, *concurrent* sounds under Linux, on 1.4.2 or Tiger, using DirectAudioDevices (NOT the high-latency Java Sound soft mixer engine ! ) and lived to tell? If so, PLEASE reply to this thread, you've just become my new friend ! Wink

17  Java Game APIs & Engines / Java 3D / Re: Explosions on: 2004-08-13 14:15:21
Try this out :

The only problem with the tool (or most tools of that genre) is that you need to unleash your Photoshop/Paintshop mad skills to generate half-decent translucent images out of the baked-on-black sprites. That's the hard part, and I found you can never truly recreate the crisp original look.

Unless your game has a black backdrop with no need for translucency. Right.  Roll Eyes

(this subject isn't all that J3D-specific tho, might be moved in the general discussion forum or something)

18  Games Center / Archived Projects / Re: CottAGE goes LWJGL/JWS on: 2004-07-11 18:04:25
"illegal request to write non-integral number of frames" means JavaSound's streaming has been sent a chunk of sound that's not a full frame (as in the number of bytes in a sample). Ex.: you're using 16-bit sound samples and you've only sent 1 (not 2 or multiples of 2) byte to the JavaSound line. That'll cause the message.

19  Games Center / Java Technology Game Development Contest - 2004 / Re: CONTEST WINNERS! on: 2004-07-01 14:14:21
Well damn... I'm now honorable!  Smiley

StreamGlider isn't hosted anywhere right now. Got a website at, but nothing in terms of actual bandwidth/space. Feel free to poke fun at this. Hem, do I get some hosting on even if I'm only "honorable" ? Smiley

Congrats to Cas and the other winners !

20  Java Game APIs & Engines / Xith3D Forums / Re: Texture3D support added on: 2004-06-27 15:51:34
Thanks Yuri, look forward to trying it out!

1 - But I've looked in the download section and a june 27 build doesn't seem to be there ? Is that the right place ?

2 - Thanks for the precious tidbit about EXT_texture3D extension, I've been struggling with that for a long time, wondering why graphic cards reporting 3d texture support were ignoring them ! Is there an place/book where I can be up-to-date on all this kind of info GL issues and compatibility across drivers/graphic cards configs ?

21  Java Game APIs & Engines / JOGL Development / 3d textures support ? on: 2004-06-15 03:35:37
Hi all,

I'm presently attempting a port of my game from J3D to Xith3D+JOGL. Polys that should show as, well, 3D-textured appear completely white.

This might be a Xith3D thing, but first I want to check at your level. Are 3D textures (as they were implemented in J3D) supported right now in JOGL ??

22  Games Center / Java Technology Game Development Contest - 2004 / Re: Help: submission checklist? on: 2004-06-06 23:33:30

I sent a while ago an email to to tell them about the file quota thing. I even flagged it as important, which is SURE to make a difference on a sunday...

You guys'll probably be able to u/l your stuff if it's only a tiny jnlp file, like Herkules. I'm thinking of sending my 30 MB file via carrier pigeons.  Roll Eyes

This is just ridiculous...

23  Games Center / Java Technology Game Development Contest - 2004 / Re: Help: submission checklist? on: 2004-06-06 23:20:26
Here you go, not much more info tho.  You do need to LOGIN first to have the "suggest a file" header on the page with all the contestants...


Thank you for joining the games-contest project
on as a contestant. The 2004 Java
Technology Game Development Contest runs from
9:00am Pacific Time March 24, 2004 to 9:00am
Pacific Time on June 7, 2004.  During this
timeframe, please upload your Game
(compiled executables) to the
folder that has been created  under your
account name, which can be found by going to:

and scrolling down until you find your account name.

Please print, complete, sign and mail or fax the 2004
Java Technology Game Development Contest Entry
Form (included in the Official Rules document)

Sun Microsystems, Inc.
4210 Network Circle, Mailstop: USCA21-308
Santa Clara, CA 95054
Attention: 2004 Java Technology Game Development Contest
Fax: (408) 276-6193

Remember that if you are entering more than one
game, a separate entry form must be submitted for
each one.

Refer to the Official Rules for further instruction.
The rules can be found at:

Please address any questions not covered by
the information in the Official Rules or on
the Contest web site to:

Athomas Goldberg
Project Lead & Wildcard
Game Technologies Group
Sun Microsystems, Inc.
ex:    19367
ph/fx: 408 276 9367

24  Games Center / Java Technology Game Development Contest - 2004 / Re: Urgent: Chris, Athomas, someone from sun? on: 2004-06-06 14:35:09
Ok, uploading files isnt a problem, uploading a big file is apparently. I now get a :

Validation error

Uploaded file size exceeds limit for projects. Maximum is currently set to 157,287,424 bytes.

...but my game is only around 30 MB ?

My guess is they set a file size quota for the ENTIRE competition, not each competitor. And now it's full. Hey, nobody said this was on a first-come-first-serve basis !  Smiley Anyone else having this problem ?

25  Games Center / Java Technology Game Development Contest - 2004 / Re: Urgent: Chris, Athomas, someone from sun? on: 2004-06-06 13:35:41
same frustration here...I'm trying to upload something in my folder, yet after a while (presumably once my file has been uploaded, no meter telling me the upload status) I get a "page not available". And my folder's still empty.  Huh

26  Discussions / General Discussions / new site on: 2002-10-15 22:41:13
Hi guys,

Just a regular lurker getting comfy here...
Great job with the overhaul ! Cool

BTW Chris, I just bought that Law And Order game you mentionned a while ago being made in Java/Java3D. Funny thing is, no Java logo is there to be seen on the box... and no mention of a JRE being needed in the manual. Aren't Java game companies required to put the Java logo somewhere in there ?

(I supposed I should just try it, but I ain't got the time right now.)

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