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Java Game APIs & Engines / JOGL Development / Re: How to: Getting started with JOGL
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on: 2007-04-14 21:43:47
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hi do you know some prog or anything that will make more simple running jogl prog, i know i can use bat file with -cp option but i was thinking is it posiible to make it more easier for end user who do not have any knowledge what classpath is etc for example i would like to make it as simple like is eclipse made, you know estract downloaded zip and normally click eclipse etc with normal java progs in jar without external libraries it is easy just 2xClick jar and it works but with jogl... it will not i was thinking also is it possible to use jnlp file just locally but i do not have such experience with it  for example now i am using such bat code: 1 2 3
| java -jar M3G_MAKER.jar -cp "c:\jogl.jar;." -Djava.library.path="c:\jogl" -Dsun.java2d.noddraw=true |
the problem is that manualy user must ceate jogl folder and than copy jogl files to it so when he clicks bat file prog will work but how to make it simple? for example lets imagine some directory where my prog jar is: progDiectory: --------lib/jogl --------data --------M3G_MAKER.jar so main is progdirectory , lib , data are subdirectoiries of progDirectory and lets imagine that jogl must be in that lib directory and and progDirectory can be anywhere on hdd... you know what i mean?  so how to make my prog not on fixed lib jogl directory dependent? any ideas?
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7
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Discussions / General Discussions / Re: Call of Juarez uses Java
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on: 2006-08-14 22:03:14
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hi
call of juarez is made by developer from Poland (Europe) -> Techland yes they are creators of chrome, generally chrome engine use java, i do not know how becouse i have not checked it yet but as far i remeber from somwhere they juzt have included simple java jre with the game so in game files there is catalog java jre something like this. I think they have just made some wrapper betwean java jre and game engine, so game engine delivers pure java classes which are later interpretated by jre and then it call game engine functione etc. Nothing as hard as someone could think
in all Techland games java are used, i am talking about new games based on chrome engine, latest Techland racing games alse were using chrome and java And ode for physics
Polish Power!!!
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8
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Discussions / General Discussions / Re: C64 emulator for Flash9 player
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on: 2006-07-12 19:48:14
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does anyone know some tutorial or piece of flash code that shows how to create image from some array using bytearray class and preview it in the most fastest way on screen.
Markus_Persson said that it is possible even in flash , please kill me i was googling looked to two flash 8 books and nothing, i was not able to find any simple piece of code that will show such stupid thing, i am flash noob , can anyone give some link please please
i was also posting to flash forums but their are not intrested in such coding arhhh
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9
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Discussions / General Discussions / Re: C64 emulator for Flash9 player
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on: 2006-06-29 18:56:41
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Filling a 320x240 area with random pixels runs at about 60 fps, and that's including the calls to Math.random. Btw, it was possible to do some nifty stuff in flash 7 as well.  hmm nice i have 19 fps in that demo i have last question i know that i am annoying but this is last : is there any free sdk/compiler or anything to get start with making flash programs for free? something like java sdk so i will be able to compile flash programs and after that to watch the result in standard browser.
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10
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Discussions / General Discussions / Re: C64 emulator for Flash9 player
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on: 2006-06-29 15:29:28
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Either the flash team needs to learn to write proper virtual machines from sun, or sun needs to learn proper browser integration and marketing from macromedia. One of them needs to buy the other.  HA HA  i do not know much about flash programming but once when i watched some flash api book one thing that was missing in my opinion was that ther is no direct way to manipulate image pixels. Have anything cheanged in new flash 9.0 release? or still some simple 3d renderers must use drawline functions to write pixels
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14
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Discussions / General Discussions / Re: Any chances for J2ME
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on: 2006-06-08 07:08:54
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another problem is certification of games, of course not all sellers demend that j2me game must be signed but in future probably it will cheange, certification mean that it prove that your j2me game is safe, BUT you have to make cert FOR EVERY PHONE!!! yes read about it, it costs a couple of dolars but it will be not good for industry, becouse only big companys will have money to pay certifications for all phones, the most funny thing is that f: they treat for example sonyericsson k500 and f500 as two diffrent phones  but they specifications of them are THE SAME, but you have to pay for them all... On the other hand i think that in the market is place for both: java and symbian games, as long as people buy them . If they have good game they will just but it no matter in what language it was made, Also symbian devices are not all the same as you could think... and also symbian is not easiest to program as java. Of course testing it is true that the game must be tested on as much devices as possible but it is not the foult of java but the very bad imlpementation of phone vendors ,for example in old simens pones drawing images using standard graphics context was very slow, but on the same device drawing images using specific simens java api was really fast... well no pain no game... and j2me future , think it will not be so bad, for mass market phones java is the best, becouse: - it is industry standard - it is well known in the market, phones with j2me sell better - some people do not know what symbian is, also they do not need such system, they demand easy to use phone with games (and here j2me has its place) - there are probably thousends of shops that sell j2me games, and not all sell symbian games, i know the biggest like handago yes, but that smaller no remember also that j2me industry goes much faster that you could think, three years ago nobody would imagine that we will have 3d in phones and what now, we have m3g or mascot capsule, and what next http://www.jcp.org/en/jsr/detail?id=239 opengl es implementation for java, accelerated games like w900 (which do not have symbian). So the situation is not very bad, also phone manufactures make better j2me implenetataion becouse buyers demand good quality, so new phones are good for programming j2me games, the problem is with that older ones which are the majority in the market, but slowly people will move to new phones (typical lifecycle of a phone is short generally) which for us is better symbian games of course will take much more role in future becouse they are faster, look better etc etc and also will be safe becouse of certification (but how much wil it cost i do not know), how phone manufactures see the future of mobile gaming? take a look on this gdc session: http://www.gdctv.net/basic/index.htm#nokia - on the bootom there is session : "The Next Generation of Mobile Gaming - An overview" this material shows what nokia want to make in next two years, especially watch game trailers, they are very intresting, but also this mean that we have to learn symbian, well industry will demand it and users
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Discussions / General Discussions / Re: Will we have Java on PS3 ?
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on: 2006-06-03 11:04:39
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Blu-ray BD-J Application Development using Java ME http://www.rimlife.com/bluray/Its like digitv receiver's MHP platform, it's Java but not really performance and feature-rich JVM profile. thank you very much for that link, there is many useful info, really intresting thanks  but are there some lists of classes available for jvm for blueray , will it be something like midp 2.0? , is there some javadoc for BD-J ?
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Discussions / General Discussions / restructurization in Sun?
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on: 2006-06-01 11:25:44
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i saw some news that Jonathan Schwartz will soon start restructurization in sun and 13 % of employees will loose their job?
I hope that employees asocitaed with java-gaming.org will stay, or you have already gone? guys are you there?
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Java Game APIs & Engines / JOGL Development / Re: jsr231 and ATI workarounds
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on: 2006-05-25 15:34:25
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when i had ati 9000 i had the same problems with freezing in jogl applets etc, but standalone aplications on ati9000 were working fine, so you if you are making a game as an applet, make it , and for example on the top of the web page where you place that applet you can make link - something like: troubleshhoting or anything similiar: there in trobleshooting page you could place the your game but as a standalone aplication which your users will be able to run in java webstart without any troubles.
Another option is to make in your jogl applet some function that will check vendor name and card model, if you will know that you have some old ati card you could authomaticly redirect user to website where he can run your app in java webstart... well it is an idea
hope it will be useful
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Java Game APIs & Engines / JOGL Development / Re: jsr231 and ATI workarounds
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on: 2006-05-24 21:48:57
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I received a mail from ATI for the new driver 6.5. We tried it without any succes for our problem.... very frustrating  and this is the reason why i bought geforce 6200, i have nothing against ati but i supose that they even do not know what jogl is... bumpert buy newer ati like x300 or something similiar from tests i know that the latest ati cards do not have problems with jogl, but who knows maybe latest ati drivers have cheanged it again, as you said it is frustrating
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24
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Java Game APIs & Engines / J2ME / Re: Writing custom, simple 3D renderer under J2ME
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on: 2006-05-22 08:41:25
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nokia recently has released n93 phones which support opengl es 1.1 and also have accelerated graphic chip (maybe someone know what is it ati ? nvidia?) also sony ericsson has relesed new phones with graphics 3d chips so probably other vendors will go that way. Maybe in two years time we will have in the market cheap masive produced phones with accelerated graphics. Java 3d (M3G) is another story it is fast fir such phones like k750 or nokia 66xx family but for phones like k500 etc is still too slow, mascot capsule is only way to achive fast graphics.
I think that for today java mobile games creating some simple like wolfenstain 3d engine is good idea, there are lots of such games and theyir prformane is quite impresive even on oldest nokias with only 200kb ram. Those games will have better quality in today sold phones with midp 2.0 (even without m3g) which are really fast and can handle simply software 3d graphics.
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Discussions / Miscellaneous Topics / Re: PS3 Spec and pricing
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on: 2006-05-12 23:03:23
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i have already $$$ for ps3 , i wish that in Poland will not be too much high, becouse due sony policy in my country sony playstation after premier has about 30% higher price than in other countries like in German or USA, now we are in EU so maybe they will not make such things, i think that ps3 is worth of it price, for 600$ you get blue-ray high end graphic card etc if you wish make such computer with similiar capabilitys even in the end of 2006 i think that it could have benn spend 1200$ or more...
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Discussions / General Discussions / Re: XBOX 360 AND PS3
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on: 2006-04-23 20:32:02
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if ps3 will have linux so maybe it will be posible to develop jogl for ps3 , am i right? also ps3 will be much more related to internet tech so probably it will be no problem to ps3 user to download jre from net... i am also thinking if for example mozilla browser will be available for ps3 since it gecko engine is used in many web browsers on many systems and also linux does anyone know if it will be possible to install typical linux java runtime (available on java.sun.com) on ps3 linux version  -> becouse i think that ps3 linux and linux for pc will be two difrent systems, well i do not know but if those cheanges will not be so big maybe sun will be intrested in creating special ps3 jre version (based on pc jre linux version) i think that Ken Kutaragi has really good idea in preinstalling linux on ps3 hdd, becouse the life cycle of console is about 5 years, in that time ps3 users with linux will be able to install programs that we are using in our pc's , like for example something like office etc, ps3 will have usb so to conect ps3 with printer will not be a problem, maybe sony taget ps3 not only as gaming console/media center but as a general main computer device at home, well sony in that way probably will be able to earn more $$$, well who knows what is inside Kutaragi head, everything can still cheange.... also when i was reading specifications of ps3 and xbox i was thinking that sony if it has still not started production of ps3 , could install more ram , better graphic chip etc in their product since they did not even started masive production of ps3. In that way they could win on start with microsoft xbox 360 which specification can not cheange since it is on market now.
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Java Game APIs & Engines / JOGL Development / Re: JOGL + SWT
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on: 2006-04-13 13:04:57
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The example can be run in Windows via swt-example.cmd or swt-example.exe (Java Windows launcher). The program should produce a simple native window with a tree control at the left hand side and a panel rendering a blinking rectangle at right.
soory that i get back to this topic but i have one question : are there java launchers for other systems? becouse in your example zip there is swt-example.exe , have you made it on your own or it is some part of swt libs, becouse i downloaded from : http://download.eclipse.org/eclipse/downloads/drops/R-3.1.2-200601181600/index.php latest swt for windows jars etc and there are not such swt-example.jar, i noticed that is easy to use (through configuration file). Can you give more info about it? Are there such native launchers for other systems, and from where download it? Sorry that maybe i ask such stupid questions but i have intrested swt today, and have not use it earlier
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Discussions / General Discussions / Re: Still no Java VM for Sony's PSP!?
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on: 2006-04-13 09:26:10
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maybe it is not asociated with vm for psp, but i heard that psp developers are forced by sony to not use full power of psp cpu which is about 333 MHZ, but they can use something around 200 MHZ !!!, Does anyone know why sony is doing that?
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Discussions / General Discussions / Re: Polygon counts?
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on: 2006-04-09 21:44:28
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i know that tribul trouble do not use bump mapping, i said that this game is an example of cool design and not much polygons must be used to achive intresting results, bump mapping was only related to q4
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Discussions / General Discussions / Re: Polygon counts?
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on: 2006-04-09 14:23:21
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in quake 4 models have something betwean 1 to 2 thousends polys, but models look like they have much more, even 20 thousends, this efect is made through bump mapping and light effects which produce very nice effects especialy in higher dimension becouse they are made per pixel, 2 thousend polys is really enough for a model, you should much more think about general design instead of numbers etc, look for example on tribal trouble java game http://www.oddlabs.com/ , i do not think that models in that game heve more than 500 polys, or maybe i am wrong, but as a general everything look nice...
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Add your game by posting it in the WIP section,
or publish it in Showcase.
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