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1  Java Game APIs & Engines / Xith3D Forums / Re: Bug using Xith3D and LWJGL on: 2005-10-15 12:03:18
could be anything:

1. bug with with jni and lwjgl, either caused internally by my graphics card setup or lwjgl
2. something being passed incorrectly by xith3d
3. something i'm not doing to load lwjgl correctly where it works with jogl

of course i don't want to point the finger at myself with #3. i rather point it at poor documentation. Wink

i could of course improve my debugging skills with a debugger, find out the values being passed around, and find out what the "... 5 more" is.

i'm thinking it could have just been the fact i was using a non-power-of-2 texture. but i think i get the same thing without textures. i'll double check on it once i get a code reorganization complete to test geometry again....i got sidetracked with trying to get jogl to do true fullscreen.
2  Java Game APIs & Engines / Xith3D Forums / Re: PositionPathInterpolator on: 2005-10-15 07:53:07
very nice.

the xse/3ds animation loaders work in xith3d, right?

i noticed delays when trying to use the hud. how is the hud done?

3  Java Game APIs & Engines / Xith3D Forums / Re: Terrain Rendering on: 2005-10-15 07:46:17
actually i don't think this is a good idea ...

i prefer the implementation that is used in the jme terrain system
there you have a texture constructor which first takes a heightmap
than you register several textures and specify at which heights this texture is used
then you tell the constructor to create the terrain texture and you get a new texture with smooth blended transitions

have a look at the jme system to see this in action ...
not much time ... Florian

With an art team, you just have the art team create lots of meshes and textures and deal with artifacts by geometry copies or creating a solid out of the mesh (i believe jcanyon called the latter filets).

I did play with this type of terrain generator in a mud once. I found a cool one in java that did spherical translations and modified it for a mud world. I set the terrain according to a function of terrain height and latitude and it's closeness to water (low terrain height). It could have been improved with rivers, rapid terrain changes, and distance from water (river and ocean). There is a lot of research in this area...such as gscape. Perhaps the engine should be designed to work optimally with such external terrain generators and conventional means (documentation) rather than optimally with an internal terrain generator?

i find terrain generation to be a very non-core feature. Documentation, finding/fixing bugs, better loaders, shadows, shaders, culling, picking, animation, bones, joints, physics, sound integration, and other such features seem much more important. I'm still not sure on the HUD issue. AWT seems like it would result in better look (no floating point error) and ease (no splicing textures). Not sure on the texture memory vs. performance issue with HUDs. True orthographic with textures not stored in hardware is probably the best way to go on it. My knowledge is lacking here.

One thing I did see in Java 3D was spherical backgrounds. JME approaches this with a cube. How does Xith3D address it?
4  Java Game APIs & Engines / Xith3D Forums / Re: Xith3D Features on: 2005-10-14 03:55:15
My thoughts are that a text-based (or XML) format for the models might be good since it can be used well with CVS (though I would hate to run a merge on a model), and then, use some batch convert in the ant build scripts to a format that quickly loads at run-time. This would require some experimentation to see which model format retains the most information and loads the quickest. They're suppose to have a 4 year degree almost complete in 3D modeling so I'll use whatever format they put into CVS and wait on optimizing load times at a later time.

I think Swing overlays for LWJGL would be highly desired since it would allow switching from JOGL to JWJGL or for quickly prototyping of UI elements. I'm using a Swing-based frame to start the game to login, change basic settings, and display a Web page, but for the rest of the game, I'll probably use custom UI components rendered in a 3D scene for performance reasons. Both Swing and custom components take time to customize, it is just Swing allows for quick prototyping.

The fullscreen mode in LWJGL does work very well.
5  Java Game APIs & Engines / Xith3D Forums / Re: Problem with Xith3DSoundTest on: 2005-10-14 03:31:05
I agree with this. ant is cross-platform, looks good on the resume, and doesn't hide any of the details. Someone like me on the PC will have a tested build script written by someone on the Mac.
6  Java Game APIs & Engines / Xith3D Forums / Bug using Xith3D and LWJGL on: 2005-10-10 06:21:13
I tried both the May and August release of LWJGL. I'm using the August 19 release of Xith3D and using Java 1.5 Update 5. Sapphire ATI Radeon 9800 Pro on WinXP. It looks like it may be in LWJGL from the GL11 JNI:

   public static void glGetInteger(int pname, IntBuffer params) {
      long function_pointer = GLContext.getCapabilities().GL11_glGetIntegerv_pointer;
      BufferChecks.checkBuffer(params, 16);
      nglGetIntegerv(pname, params, params.position(), function_pointer);
   private static native void nglGetIntegerv(int pname, IntBuffer params, int params_position, long function_pointer);

     [exec] int1: java.nio.DirectIntBufferU[pos=0 lim=16 cap=16]
    exec]     at org.lwjgl.opengl.GL11.glGetInteger(
    exec]     at com.xith3d.render.lwjgl.CanvasPeerImpl.render(
     [exec]     at com.xith3d.scenegraph.View.renderOnce(
    exec]     at
    exec]     at com.xith3d.render.lwjgl.CanvasPeerImpl.render(
     [exec]     at com.xith3d.scenegraph.View.renderOnce(
    exec]     at
    exec]     at com.xith3d.render.lwjgl.CanvasPeerImpl.renderStart(
     [exec]     at com.xith3d.render.lwjgl.CanvasPeerImpl.display(
     [exec]     ... 5 more

comes after this code executes....which is from the getting started tutorial....

    private void buildBaseSceneGraph()
        // Construct the root of the scene graph
        universe = new VirtualUniverse();
        view = new View();
        locale = new Locale();
        scene = new BranchGroup();

        // Create an initial rotation transformation
        Transform3D rotate = new Transform3D();
            (float) Math.PI/4,
            (float) Math.PI/5,
            (float) Math.PI/2);
        TransformGroup objRotate = new TransformGroup(rotate);

        // Add to rotation object to scene graph

        // Create an add an initial cube to the rotation object
        Geometry g = Cube.createCubeViaTriangles(0, 0, 0, 1, true);
        Shape3D sh = new Shape3D(g);

        // draw a quad in the lower-left corner
        Shape3D sh4 = new Shape3D(createQuad(), new Appearance());

        // Compile the scene for the renderer. Not necessary here.

        // Now we still need a Canvas for displaying our cube. We use
        // RenderPeer and CanvasPeer, which are an abstraction layer enabling
        // us to use Jogl and LWJGL. We can specify the owner, the dimension,
        // the color depth and fullscreen mode.
        RenderPeer rp;
        if (rendererType == RendererType.JOGL)
            rp = new com.xith3d.render.jogl.RenderPeerImpl();
            rp = new com.xith3d.render.lwjgl.RenderPeerImpl();
        CanvasPeer cp = rp.makeCanvas(null, 640, 480, 32, false);
        Canvas3D canvas = new Canvas3D();

        // After adding the canvas to the view component of our scenegraph
        // the only thing remaining is to set back the position of the viewer.
        // We do this by modifying a Transform3D component of view. The first
        // vector is the position of the eye of the viewer. Because the z-axis
        // is pointing towards us we use a positive z value. The value should
        // be large enough to be outside the cube. The next vector specifies
        // the center of view. The third vector specifies the up direction which
        // is the positive y-axis here.
            new Vector3f(0, 0, 2.41f), // location of eye
            new Vector3f( 0, 0, 0), // center of view
            new Vector3f( 0, 1, 0)); // vector pointing up

     * QuadArray is used here. Four points are one quad.
    public Geometry createQuad()
        Point3f[] coords = new Point3f[]
            new Point3f( 0,  0, 0),
            new Point3f(-1,  0, 0),
            new Point3f(-1, -1, 0),
            new Point3f( 0, -1, 0),

        Color3f[] colors = new Color3f[]
            new Color3f(1,0,0),
            new Color3f(1,1,1),
            new Color3f(0,1,0),
            new Color3f(1,1,1)

        QuadArray g = new QuadArray(coords.length, GeometryArray.COORDINATES
            | GeometryArray.COLOR_3);

        return g;
7  Java Game APIs & Engines / Xith3D Forums / Re: Releasing memory on: 2005-10-09 06:17:45
I think he means in OpenGL, if memory is allocated (as in a C struct or array), it isn't released, or is it? memory leaks are usually found in C/C++ because you have to deallocate memory even if there is no longer a reference to it. Probably more of a concern of LWJGL or JOGL than the scene graph API.

Java handles this well with the garbage collector, but it is possible to have objects persist without a desire for them to persist....meaning it doesn't get garbage collected if there is a reference to the object.


public class mainLoop
Scene scene1;
Scene scene2;


// if you are done with scene1, set it to null or else the
// object will linger without being garbage collected.
scene1 = null;

8  Java Game APIs & Engines / Xith3D Forums / Re: Better project visibility on: 2005-10-09 06:04:18
Fixing dead links would be nice too. Xith3D does have a cool logo which helps. Looks good with the Java, OpenGL, and OpenAL logos. The name is easier than LWJGL as well (helps to remember the full name to remember the acronym).
9  Java Game APIs & Engines / Xith3D Forums / Re: tutorial for Java3D -> Xith3D transition on: 2005-10-09 05:59:11
it would be nice to compare jme as well....might be a good way to tell what features might be desired for xith3d that are in jme but missing in xith3d.
10  Java Game APIs & Engines / Xith3D Forums / Re: Problem with Xith3DSoundTest on: 2005-10-08 22:01:33
the demos with xith3d did come with bat files so that made it easy.  i just ran into those two minor environment issues getting the bat files to run.

i can understand the situation of writing your first app and having to include all the right jars and dlls on the command line. I just feel it is bad to suggest bad practices (corrupting the jre installation) in install instructions, especially for newbies.

my suggestion is to provide suggestions on better practices and leave it up to individual to use a bad practice:

1. suggest using eclipse, jbuilder, or other ide, where one just has to select the jars and dlls they want added.

2. provide an easily configured build.xml file that includes all the jars and dlls in the library path.

this is the route i took with jme, but my build.xml is a bit ugly and took me awhile to write. i actually copied all my dlls into a single lib/win32 directory and copied all the jars into the lib directory so that i could use a simple include filter with the build.xml. this is a bad practice since it makes updating a single component sloppy.

the advantage of xith3d here is that your third-party directory structure is well organized to where it wouldn't be a bad idea to have ant copy all the dlls from the well organized third-party lib directory structure and into the build/lib/win32 directory and all the jars in a build/lib directory...and consequently to the dist directory.

ant - bat and sh file to set environment for ant and the jdk,, build.xml
src - your source code
lib - jars and native code
build - created by ant that copies all the java files, creates all the class files, intermediate jar file, and reorganized lib directory containing used jars and native code.
dist - created by ant that creates the final jar (use retroguard and/or proguard to optimize and protect your jar) and  reorganized lib directory containing used jars and used native code. the dist can also be wrapped into a distributable jws.

3. provide easily configured bat files (like the ones that the demos use).
11  Java Game APIs & Engines / Xith3D Forums / Re: Xith3D Features on: 2005-10-08 21:19:57
I dove into writing the game with jME. The dialog at the start is nice, as well as having prebuilt game abstractions. However, I'm finding that I'll still want to customize those things and that will require me building my own anyway. As a consequence, I'm finding that Xith3D might be the better route. I can always steal from jME to write the game abstractions in Xith3D.

I like the OO abstraction to Xith3D as well being a long-time Java programmer. The jME abstraction has that SPHIGS feel to it, making Javadoc useless, and is one reason why I didn't pursue 3D graphics before now. The documentation for both is scattered at best, but at least with Xith3D the architecture isn't confusing, making even a weakly documented javadoc useful.

The route to making money from jME and Xith3D might be writing the book. I'm guessing that is how Sun makes money off Java.

A few questions. Can Swing or AWT overlays be used in Xith3D ran under LWJGL? Can Xith3D do full-screen ran under LWJGL? Are textures loaded with NIO buffers? How fast is the model loader compared to the jME loader? I'm seeing ASE support, which are text files. Is there built-in binary loader? Sorry for the newbie questions.
12  Java Game APIs & Engines / Xith3D Forums / Re: Xith3D Features on: 2005-09-28 07:26:05
thank you for the comments.

i'm finding ogre4j might be lacking. ogre3d is great, but the java bindings just aren't there yet.

i had someone else give a suggestion to look at jME for what I'm trying to do. the latest release of jME seems to address a lot of issues. they seem to have reorganized a lot of things, separating BUI and an eclipse-like editor. it sounds like Xith3D and jME are in tight competition.

i wonder if the annoited java 3d would be more viable if they implemented a single-threaded and a multi-threaded back-end to be chosen by the api.

just curious why some people would favor swt for games since games really want a custom look-and-feel rather than a native look-and-feel. i can understand why a game writer would want to use a simplified UI over Swing though Swing is designed to give you that ability to customize it, at the expense of complicated the API and possible performance issues. any simplified UI toolkits you would recommend that are easier to use than Swing? i know writing custom UI widgets can be time-consuming, since i've already gone down the path of creating one for j2me.

i'm always impressed by a game that allows you to tab between the username and password fields.
13  Java Game APIs & Engines / Xith3D Forums / Re: Problem with Xith3DSoundTest on: 2005-09-28 07:16:18
oops, i added it to the end of -classpath in runtest.bat. sorry.

i forgot to mention that i also added ../third-party/joal/windows to my path at the beginning as well before i ran the batch file. not sure why I had to do that to get it to work since it is in library path in runtest.bat. there is something magically wrong somewhere i'm not understanding.

you taint your jdk installation (opens yourself to version conflict of dlls). it also requires recopying if you install a new jdk. imho, best to make sure it links from the sandbox.

i'm probably spoiled with comcast delivering over 6 mbps downstream now.

probably not important since anyone using xith3d are probably competent enough to figure out problems like these though it can be a pain and discourage those that are trying to learn.

14  Java Game APIs & Engines / Xith3D Forums / Re: Problem with Xith3DSoundTest on: 2005-09-24 03:52:52
adding ";." to the end of -Djava.library.path in runtest.bat seemed to solve the problem. could have probably done it at the front too.

i'd suggest adding this quick fix in the next release just so the whole thing runs out of the box when you unzip it assuming your environment uses the jdk correctly. you might as well include the third-party files with the zip too so your download and install instructions would simply be to download and unzip one file.

also, i read somewhere about copying files to the jdk directories...bad just to link the libraries from the third-party directory and jars.
15  Java Game APIs & Engines / Xith3D Forums / Re: Xith3D Features on: 2005-09-23 23:29:59
how does xith3d compare with ogre4j and jme in terms of reliability, features, performance, and ease of use? i'm looking at jpct as well for the ability to have both a desktop and web version (though the performance of both seem to lack). is the latest java3d performing better now to consider using it for a game, especially when 1.4 becomes stable? idx3d seems to be a nice software-based renderer, though lack of open source and commercial licensing kills it. there seems to be many others out there as well. open mind seems to be competitive too on the hardware-based engines.

i'm also looking at the audio, server-side physics modeling, animation, and the ability to use swing on top of a hud (don't care for most widget packages, especially native ones---i'm actually impressed too when a game allows you to tab between fields on login dialogs too). i'm not sure whether to use a simple multi-threaded tcp approach and add udp when performance needs to improved for movement or going with a canned udp solution, tcp multiplex, or tcp/udp solution. odejava seems to be part of the solution though i'm sure server physics could be accomplished other ways as well.
16  Game Development / Networking & Multiplayer / Re: Java in consideration for MMORPG on: 2005-09-23 21:03:40
against corporations this strategy doesn't work since their lawyers are prepaid (i.e., an employee). in this case, you are better off representing yourself first, post your message to investor news group and the bbb and threaten a lawsuit if they don't settle. it helps to use "near wrongful death lawsuit" in your threat if you went to the hospital for say, high blood pressure, because of poor out-sourced customer service. they'll tremble and settle.

in most cases where you infringe on the corporation's IP rights, you are best off negotiating yourself. if you violated their copyright, you're wrong anyway. if you violated their patent, you are best off representing yourself and put the burden on them to sue you. if you aren't a multi-millionaire from the patent violation, such cases are a waste of their time. if you are a multi-millionaire, you should have your own prepaid lawyer to deal with such things.
17  Game Development / Networking & Multiplayer / Re: Java in consideration for MMORPG on: 2005-09-23 20:49:07
avoid lawyers. lawyers are out for 1 thing, and 1 thing only: getting you to pay them a retaining fee. the lawyer will basically convince you that you are going to lose but to sign on the dotted line and will cause you to lose because losing is less work for them but they still get the retaining fee. this is why the legal profession is the most hated profession in the world. they are a bunch of scam artists who learned three things in college: how to bullshit , how to inflate their ego, and how to remember a few laws.

you are better off representing yourself, calling the opponents lawyer everyday as often as possible so that you can run up your opponents legal bill until your opponent settles.

all you really have to do is file a document or response at the courthouse (look on-line for samples) and set court dates. the goal in representing yourself is to use the price of lawyers against your opponent so that you can get your way before going to court. if you make it to court, good luck, just make sure you watch court tv first to learn the basics, and the judge will help you do the rest.

lawyers use big sheets of paper (11x14) and other odd practices as a means to try to make the legal profession as something magical, and that you, the stupid person, can't use their books of magic. the legal industry is a fraud up there with the miracle creams to reduce aging and miracle pills to lose weight. it doesn't take a rocket scientist to read through pre-made forms and determine what they do and do not do. it isn't that hard either to find out the law in your case.

and if posting legal advice from a non-lawyer  is illegal, sue me, i'll win or at least cost you a lot of money in lawyer fees.

18  Java Game APIs & Engines / Xith3D Forums / Problem with Xith3DSoundTest on: 2005-09-23 11:27:01
When trying to run the sound test...i get an error and it locks up....


C:\xith3d>set ANT_HOME=C:\ant\ant1.6.5

C:\xith3d>set JAVA_HOME=C:\Program Files\Java\jdk1.5.0_04

C:\xith3d>set PATH=C:\ant\ant1.6.5\bin;C:\Program Files\Java\jdk1.5.0_04\bin

C:\xith3d>cd demo


C:\xith3d\demo>echo You should modify this file in order to run in your environment
You should modify this file in order to run in your environment

C:\xith3d\demo>runtest com.xith3d.test.SoundTest

C:\xith3d\demo>set PATH=C:\ant\ant1.6.5\bin;C:\Program Files\Java\jdk1.5.0_04\bin;../third-party/joal/windows;../third-p

C:\xith3d\demo>java -Djava.library.path=../third-party/jogl/jogl-win32;../third-party/joal/windows -Xmx50m -Xms20m -clas
spath ../third-party/jogl/jogl-win32/jogl.jar;../third-party/vecmath/vecmath.jar;../third-party/xith/xith_utilities.jar;
arty/joal/windows/joal.jar com.xith3d.test.SoundTest
Available 0: GLCapabilities [DoubleBuffered: false, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits
: 8, Red: 8, Green: 8, Blue: 8, Alpha: 8, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ] MS: false 0 Scor
e: 1356
Chosen index: 4
Chosen capabilities:
GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 8, Red: 8, G
reen: 8, Blue: 8, Alpha: 8, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ] MS: false 0
Init GL is
OpenGL Renderer = RADEON 9800 Pro x86/SSE2
OpenGL Version = 2.0.4955 WinXP Release
OpenGL Vendor = ATI Technologies Inc.
OpenGL Extensions = GL_ARB_multitexture GL_EXT_texture_env_add GL_EXT_compiled_vertex_array GL_S3_s3tc GL_ARB_depth_text
ure GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_multisample GL_ARB_occlusion_qu
ery GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_s
hadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_A
RB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_transpo
se_matrix GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos G
L_ATI_draw_buffers GL_ATI_element_array GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_map_object_buffer GL_ATI_sep
arate_stencil GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_ATI_vertex_array_object GL_
ATI_vertex_attrib_array_object GL_ATI_vertex_streams GL_ATIX_texture_env_combine3 GL_ATIX_texture_env_route GL_ATIX_vert
ex_shader_output_point_size GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL
_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_
packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT
_shadow_funcs GL_EXT_stencil_wrap GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_textu
re_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotrop
ic GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_vertex_arra
y GL_EXT_vertex_shader GL_HP_occlusion_test GL_NV_blend_square GL_NV_occlusion_query GL_NV_texgen_reflection GL_SGI_colo
r_matrix GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_te
xture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_extensions_string WGL_EXT_swap_control
ALFactory.init - Native: Enter
ALFactory.init - Native: Exit
Pointer = 244713496
OpenAL sound driver initialized with 61 availble sources
Exception in thread "main" java.lang.Error: A null URL was passed to MediaContainer.
        at com.xith3d.scenegraph.MediaContainer.<init>(
        at com.xith3d.test.SoundTest.<init>(
        at com.xith3d.test.SoundTest.main(

Anyone know the problem with the sound test?

I used these files:


with a clean install of the jdk 1.5 update 4...


C:\xith3d>set ANT_HOME=C:\ant\ant1.6.5

C:\xith3d>set JAVA_HOME=C:\Program Files\Java\jdk1.5.0_04

C:\xith3d>set PATH=C:\ant\ant1.6.5\bin;C:\Program Files\Java\jdk1.5.0_04\bin

C:\xith3d>java -version
java version "1.5.0_04"
Java(TM) 2 Runtime Environment, Standard Edition (build 1.5.0_04-b05)
Java HotSpot(TM) Client VM (build 1.5.0_04-b05, mixed mode, sharing)
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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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