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1  Java Game APIs & Engines / Xith3D Forums / Re: Particle System on: 2003-11-04 22:49:30
Hi, Just wanted to let you know that I get this error when trying to run this from Java Web Start on Linux:

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net.java.games.jogl.GLException: java.lang.ClassNotFoundException: net.java.games.jogl.impl.x11.X11GLContextFactory
      at net.java.games.jogl.impl.GLContextFactory.getFactory(GLContextFactory.java:76)
      at net.java.games.jogl.GLCanvas.<init>(GLCanvas.java:68)
      at net.java.games.jogl.GLDrawableFactory.createGLCanvas(GLDrawableFactory.java:117)
      at net.java.games.jogl.GLDrawableFactory.createGLCanvas(GLDrawableFactory.java:80)
      at com.xith3d.render.jogl.CanvasPeerImpl.<init>(Unknown Source)
      at com.xith3d.render.jogl.RenderPeerImpl.makeCanvas(Unknown Source)
      at de.netzkral.xith3d.particlesystem.ParticleSystem.<init>(Unknown Source)
      at de.netzkral.xith3d.particlesystem.ParticleSystem.main(Unknown Source)
      at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
      at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
      at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
      at java.lang.reflect.Method.invoke(Method.java:324)
      at com.sun.javaws.Launcher.executeApplication(Launcher.java:739)
      at com.sun.javaws.Launcher.executeMainClass(Launcher.java:701)
      at com.sun.javaws.Launcher.continueLaunch(Launcher.java:584)
      at com.sun.javaws.Launcher.handleApplicationDesc(Launcher.java:328)
      at com.sun.javaws.Launcher.handleLaunchFile(Launcher.java:166)
      at com.sun.javaws.Launcher.run(Launcher.java:134)
      at java.lang.Thread.run(Thread.java:534)
Caused by: java.lang.ClassNotFoundException: net.java.games.jogl.impl.x11.X11GLContextFactory
      at com.sun.jnlp.JNLPClassLoader$1.run(JNLPClassLoader.java:229)
      at java.security.AccessController.doPrivileged(Native Method)
      at com.sun.jnlp.JNLPClassLoader.findClass(JNLPClassLoader.java:218)
      at java.lang.ClassLoader.loadClass(ClassLoader.java:289)
      at java.lang.ClassLoader.loadClass(ClassLoader.java:235)
      at java.lang.ClassLoader.loadClassInternal(ClassLoader.java:302)
      at java.lang.Class.forName0(Native Method)
      at java.lang.Class.forName(Class.java:141)
      at net.java.games.jogl.impl.GLContextFactory.getFactory(GLContextFactory.java:67)
      ... 18 more
2  Java Game APIs & Engines / JOGL Development / Re: Crash in linux with glBufferDataARB on: 2003-09-29 00:55:59
The card, drivers and OS the error above occured on are as follows:

Card: Gainward Geforce TI4800 SE
Driver: NVIDIA Linux-x86 1.0-4496
OS: Linux, SuSE 8.2 Professional


Thanks!
3  Java Game APIs & Engines / JOGL Development / Re: Using Xith3D on: 2003-07-31 01:08:30
I tried it first with 1.4.1 and had problems.  I upgraded to 1.4.2, and it worked fine.  This is on SuSE Linux btw.
4  Java Game APIs & Engines / JOGL Development / Re: Using Xith3D on: 2003-07-30 22:35:28
Not sure if this is related to the issue you are having, but I had to make sure I had JDK 1.4.2 in order for it to run.
5  Java Game APIs & Engines / JOGL Development / Re: Linux speed on: 2003-07-21 13:18:39
That XF86Config file was generated by SuSE's SaX2, which overwrites it whenever you change something, so I'm not sure if editing it will work, but I can try.  It is XFree version 4.3.
6  Java Game APIs & Engines / JOGL Development / Re: Linux speed on: 2003-07-21 12:43:54
Well,  I bought the CPU off of a pricewatch site, and they advertised it as a 1.6 GHz, but that may have just been that store interpreting the 1600.

Also, I thought I should point out that my AGP slot is a 4X, not an 8X; I'm not sure if that makes a big difference or not.

I found that the Geforce FX 5600 Ultra seems more comparable to the geforce4 TI 4200 on Tom's Hardware, and mine isn't even the Ultra ($200), mine is the $160 version: http://www6.tomshardware.com/graphic/20030311/geforcefx-5600-5200-03.html#unreal_tournament_2003

I'm not sure if this is enough to account for the difference btw David's and my test results (77fps vs. 110fps).  However, what this does tell me is that it might be best to stick with the TI series of cards unless you want to shell out for an FX 5800 or better.  It seems nVidia claims that while the FX 5600 might not have the horsepower you may expect for it's price, it can take advantage of new features that future games will be using.  
Roll Eyes
7  Java Game APIs & Engines / JOGL Development / Re: Linux speed on: 2003-07-21 02:29:39
Ok, well I thought it might be a bit much to dump my whole XF86Config file here, so I posted a copy to this link:

http://magicosm.servebeer.com/XF86Config

One thing I can't help but wonder is if my cpu is a problem.  When I bought my AMD Athlon processor, it was billed as a 1.6 GHz cpu.  However, when I look at my /proc/cpuinfo file, it says this:

cpu MHz         : 1050.034

Anyhow, I don't know if that would make a significant difference either way.
8  Java Game APIs & Engines / JOGL Development / Re: Linux speed on: 2003-07-20 23:25:10
Just an FYI, it was my Linux box on which David had me run his test.  My system is running SuSE Linux 8.2 professional with the latest nvidia drivers installed and 3D acceleration enabled (man, nvidia has come a long way in making it's Linux drivers easy to install!).  As David pointed out, changing from quads to triagles made the framerate jump from 14fps to 77fps.  It seems the reason the framerate doesn't match Davids 110 could be something in the Linux jogl, or perhaps nvidia's Linux drivers are a bit behind in regard to the  FX series cards (wouldn't surprise me).  Or perhaps the Geforce FX 5600 is not all it's cracked up to be.  I am able to run America's Army perfectly fine and Unreal Tournament 2003 is playable, but not great at around 30fps.
9  Games Center / Archived Projects / Re: Magicosm on: 2003-07-15 01:01:25
Well, it would take a lot of work for people to create their own world server, and almost impossible to make it exactly like Magicosm.  The client is responsible for presenting a 3D UI and sending messages to the server (that's plenty for the client to handle the way it is).  All of the game logic/rules is in the server.  In fact, the server assumes that the messages could be coming from anything, the standard client, a Palm interface, a cracked version of the client, etc.  So all the rules are enforced on the server.  If the client is open sourced, and unique versions are created or ported (perhaps to a game console like XBox), that would only serve to increase the popularity of the Magicosm game world, which would be good business for us.  

This is nothing like Blizzard's Warcraft or Starcraft, which is really a peer to peer app with the server only helping people find each other.  
10  Games Center / Archived Projects / Re: Magicosm on: 2003-07-08 16:35:09
I have actually had thoughts about in-game advertising (inspired by the movie The Truman Show).  I think there are possibilities there, but our problem is that they would have to fit in with a medieval fantasy world and be subtle enough that it doesn't get cheesy.
11  Games Center / Archived Projects / Re: Magicosm on: 2003-07-08 15:07:59
While it would be nice to have free server use, there are a few reasons why we can't.

1. The cost of maintaining the server and bandwidth for the long term would have to be covered by subscription.  A one time cost would have to be a lot to cover someone who would potentially be playing for years to come.

2.  When the game is established, we have plans to release the client as open source.  We would no longer be able to keep the game running if we don't have some way of maintaining long term income, which would have to come from server use.

3.  Most of us on the team would like to at some point make "working on Magicosm" our full time job and be able to support our families nicely while doing so.  It would not be possible to do this with a mmorpg without charging a subscription.

One the bright side, most other MMORPGs (like Everquest), charge $50 for the client, and make you subscribe on top of that.  We, on the otherhand, are providing the client for free and have plans to open source it once it is established in the gaming community.
12  Games Center / Archived Projects / Re: Magicosm on: 2003-07-07 01:30:46
The current plan is that the Magicosm client software will be a free download (or a CD can be ordered) and you will have to pay a subscription fee in order to play on the server.
13  Discussions / Community & Volunteer Projects / Magicosm could use a few good (wo)men on: 2003-06-04 19:43:52
You can check it out here: http://www.magicosm.net

and if you have an interest, you can email your qualifications to me at jsquiers@NO-SPAMattbi.com (remove NO-SPAM).


-Cactus
14  Java Game APIs & Engines / Java 3D / Re: Java3D problem w/ JDK1.4.2 beta on Linux on: 2003-05-23 02:04:52
Yeah, that's what I did, switched back to 1.4.1.  I don't notice any problems with sound on 1.4.1 with Linux.

I'm not so sure about Linux crap.  I created a bunch of java.nio stuff for our communication and it works excellent on Linux, but there are a lot of known bugs affecting us in the Windows implementation that we hope will get resolved in 1.4.2 (hence trying to switch to it early).  For the last few months, I've been thinking, "I wish we could forget about this Windows crap".  Wink
15  Java Game APIs & Engines / Java 3D / Java3D problem w/ JDK1.4.2 beta on Linux on: 2003-05-22 18:15:23
Hi folks,

I tried running JDK1.4.2 beta with Java3D 1.3.0 (and 1.3.1, same result) on my Mandrake Linux 8.2 machine.  I received the following error, has anyone else experienced the same problem?

java.lang.UnsatisfiedLinkError: open
       at com.sun.j3d.audioengines.headspace.HaeMixer.open(Native Method)
       at com.sun.j3d.audioengines.headspace.HaeMixer.construct(HaeMixer.java:1
26)
       at com.sun.j3d.audioengines.headspace.HaeMixer.<init>(HaeMixer.java:94)
       at com.sun.j3d.audioengines.headspace.HaeDevice.<clinit>(HaeDevice.java:
30)
       at am.java:69)
       at com.sun.j3d.audioengines.headspace.HeadspaceMixer.initialize(Headspac
eMixer.java:120)com.sun.j3d.audioengines.headspace.J3DHaeStream.initialize(J3DHaeStre


Angry  Sad  Angry

Cactus
16  Games Center / Archived Projects / Re: Magicosm on: 2003-05-22 13:16:28
Oh, hi Dave!  Smiley
17  Games Center / Archived Projects / Re: Magicosm on: 2003-05-22 12:33:47
Actually, I don't even know if I could say the startup time is all that bad.  When I start up Unreal Tournament on the same machine, it takes almost as long.

I'm really anxious for us to get this game ready for public testing, but we've got some work ahead of us first.  Shocked
18  Games Center / Archived Projects / Re: Magicosm on: 2003-05-22 00:15:29
Well, I'm hoping we have some sort of test release ready by the end of the summer, but it is really hard to estimate these things since we are all working on it in our spare time.  The team has really been picking up momentum in the last month, so we'll see what happens.

As far as performance, once the game loads, there aren't any performance problems, and I've been running it on an AMD 600Mhz.  Magicosm co-founder Dave Yazel has done truly amazing things with Java and Java3D on the client.
19  Games Center / Archived Projects / Magicosm on: 2003-05-21 18:52:12
Well, this is a full scale Java3D MMORPG work in progress.  Our team is working very hard to bring a state of the art Java online world to the gaming community.    Feel free to check out our website http://www.magicosm.net.  Also, if you think you have the skill and dedication to be part of the team, be sure to shoot us an email.

-Jeremy Squiers
Magicosm Server Developer
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