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1  Java Game APIs & Engines / J2ME / (midp 1.0) flipper ball beta test on: 2006-09-07 17:10:28

  Just in time for the US open tennis tournament, I've uploaded "Flipper Ball", a sort of a hybrid of pong and tennis, maybe more like pinball?  The reason I wrote this while developing Weekend Racer was to test the waters of fixed point physics, which I'm happy to say seem to work, at least for this simple game, however, I did find out there are problems with it.  The system seems to work only if the world is rather huge, close to the limits of ints, any smaller, the errors get big, any larger and there are overflows (I'm talking about a few bits of difference here, just enough to get the job done for this tiny playfield).  So, I'd have to say making a larger field in fixed point would be damned nearly impossible, so I'm probably not going to convert Weekend Racer to fixed point.  In any case, I'm gonna need to test this before I set it loose on the public, so you guys get the first swing at it (pun intended).  Let me know what phone you tested on, what the framerate was like, was there jitter in the framerate?  The graphics engine is based on a previous game that's been tested, so hopefully there won't be any problems.  Naturally, it's been tested on WTK23.  Thanks in advance for your ongoing help.

As usual, two mirrors (probably won't need it, but just in case)..


2  Java Game APIs & Engines / J2ME / Re: Motorola SDKs on: 2006-08-14 23:36:48
I am looking for the same info.  Went to Motorola's site, but there are too many emulators.  Can anybody suggest one in particular that runs the latest stuff like MIDP 2.0 and M3G..


3  Java Game APIs & Engines / J2ME / Re: (m3g) weekend racer demo beta test on: 2006-08-03 00:02:52
Just wanted to let everybody know the file has been moved, you can go to the game's web site now,

There is a new version of the demo there with a few more cars and some other minor changes:

* building textures now wrap around the building (makes a big difference even with the old textures)

* length wise texture coordinates for roads now working with a new texture with lanes.

* added cancel button on welcome screen


4  Java Game APIs & Engines / J2ME / Re: Writing custom, simple 3D renderer under J2ME on: 2006-07-10 15:47:37
I would definitely go with M3G (seems to be the standard api), but if you want to write a custom renderer (for whatever reason) then go for it.  Never write software for what's on the market, always shoot ahead a few years..  the manufacturers come out with new phones every month it seems (and people buy them for thousands of dollars a piece), so in a few years, they'll have FPU's and gigahertz CPU's not to mention a GPU...


5  Java Game APIs & Engines / J2ME / Re: (m3g) weekend racer demo beta test on: 2006-07-10 15:36:18
Hi everybody,

  Just uploaded a new update (same urls).  There are two more cars in this version.  I think I may have fixed a possible error, either way the program will now print out any errors that occur.  If you get an exception, let me know the last two lines of the printout (scroll down, the last line will say "caught exeption....").   If you report an error, you will be put on the mailing list and receive the full version of the game when it comes out.  Thanks again for all your help.


6  Java Game APIs & Engines / J2ME / Re: (m3g) weekend racer demo beta test on: 2006-06-25 19:53:46
Thanks for all the feedback.  Right now, I only tested the engine on WTK2.3beta.  I can only guess the reason for the app closing might be memory constraints?  Right now I'm using 128x128 textures for the car models, they each have about 300+ polygons per car (including wheels).. this might give you an idea of memory usage.  I uploaded an update today (mostly esthetic, so the problems you describe won't be solved!), but you can see both cars at the same time now.. frame rate dropped a couple points on my machine.  Anyway, thanks again for the feedback, what I'll do next time I send an update is bracket the whole program in a try/catch, and print out the exception.. should have done it the first time.  Thanks again..


7  Java Game APIs & Engines / J2ME / (m3g) weekend racer demo beta test on: 2006-06-21 20:48:37

Just wanted to invite you to beta test the Weekend Racer demo.  I'm particularly interested if the game runs on your phone and what frame rate you're getting.

(note: demo requires MIDP 2.0 and M3G)

Here are the links: (mirror)

Weekend Racer is a car racing game where you buy/sell/trade and race production cars in urban environments as well as race tracks.  Currently I'm the only person developing the game, but I welcome any help offers, please email me if anyone's interested. I'm also available for contract work.

Thank you,

Bart Jaszcz

8  Game Development / Game Mechanics / Java Physics Engine For Sale on: 2004-09-01 12:20:10
Hello friends,

I'm happy to announce the release of "Verlet Well", a 2D RBD engine for Java 2 SE. Please send e-mail to if you're interested in purchasing the engine.

The engine comes as source code to the applet above. You'll have to modify the code to suit your needs, but the basic framework is there. As you can see the engine is capable of handling resting contact which is one of the strengths of the Verlet integrator. In addition to that it can handle hinges and other constraints without much programming effort. Incredibly, the entire source code to the applet is only 776 lines long which includes applet initialization, graphics, user input, threading and other support structures. The physics code is only about two pages long. Finally, take a look at your CPU usage while running the applet, I think you'll be pleasantly surprised.

Thank you for considering "Verlet Well" as your physics engine, and I wish you all happy hacking.

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