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1  Java Game APIs & Engines / J2ME / Re: NokiaN90 leaks native memory when using Image.createRGBImage(...)? on: 2006-10-04 13:12:46
Symbian phones sucks a lot, with a lot of bugs, some of them still since version 7.

I dont sure about N90, but many (or all?) symbian phones have problems when you use transform in drawRegion.
If the problem is that, u can use NokiaUI api to solve it. Nokia dont recomment it, but..... it works.
2  Java Game APIs & Engines / J2ME / Re: Game runs faster on slower MIDP device (Nokia 6101 vs. N-Gage) what is going on: 2006-01-17 13:11:32
The size is important Tongue, the screen size for nokia 6101 is 128x160 and NGage 176x208.
Also it depends what are u painting, at older phones is normal that with some sprites the
performance decreases so much, the same for tiled maps without backbuffer.
3  Java Game APIs & Engines / J2ME / Re: Constant Frame Rate on: 2005-09-22 10:33:35
I use this game loop:

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inf FPS=20;
int fps_delay=1000/FPS.
long time=System.currentTimeMillis(),elapsed=0,fps_error=0;
while (thread!=null)
{
   elapsed=System.currentTimeMillis()-time;
   time=System.currentTimeMillis();
   // Update Game Logic.
   update((int)elapsed);
   // Repaint.
   repaint();
   serviceRepaints();
   // Sleep.
   try
   {
      long t=System.currentTimeMillis();
      elapsed=fps_delay-(t-time)-fps_error;
      if (elapsed>0)
      {
         thread.sleep(elapsed);
         fps_error=(System.currentTimeMillis()-t)-elapsed;
      }
      else
      {
         thread.yield();
         fps_error=0;
      }
   }
   catch (Exception ex)
   {
   }
}


I use fps_error to correct "time errors" generated by thread.sleep(), without it the framerate is a bit worse if the sleep has not so much accuracy.
Maybe thread.yield() could be replaced by thread.sleep(1) to be sure it permit others threads execute, possibly we will lost some fps, but it will work better.

I use it in my qames for a lot of phone models, i think it works well, but suggestions are appreciated!!  Wink

Best regards
4  Java Game APIs & Engines / J2ME / Re: RMF (sound) and J2ME on: 2005-09-20 08:36:34
What the phone supports RMF or other formats dont mean that Java MMAPI will support them.....

Here u have a tutorial of MMAPI

http://www.awprofessional.com/articles/article.asp?p=375708&seqNum=1
5  Java Game APIs & Engines / J2ME / Re: RMF (sound) and J2ME on: 2005-09-19 09:11:25
The common file formats supported in the phones are midi, wav and amr.
6  Java Game APIs & Engines / J2ME / Re: 3D Modelage on: 2005-05-23 15:11:30
hi!

A new release of M3GToolkit is out.
It have for now a very simple GUI interface and a base to create plugins to export/import to differents 3D file formats.
Its GNU, so anyone who can be interested in develop a plugin for a known format or just a custom format, can use it freely.

The url is
http://www.java4ever.com/index.php?section=j2me&project=m3gtoolkit&menu=main

Best Regards.
7  Java Game APIs & Engines / J2ME / Re: N-Gage, series 60 emulator on: 2005-04-26 10:28:04
In Series 60 full screen size is 176x208.
In Ngage u must use FullCanvas from NokiaUI API.
8  Java Game APIs & Engines / J2ME / Re: 3d Rendering with SonyEricsson Simulator on: 2005-04-19 09:05:34
the active camera is added in the world?
9  Java Game APIs & Engines / J2ME / Re: determining the length of multi-array on: 2005-03-30 12:49:44
u can get the length of each array using map[0].length, map[1].length, ......
10  Java Game APIs & Engines / J2ME / Re: MIDP 3 started on: 2005-03-16 13:35:28
I hope they include standard codes for SoftKeys and Clear, although many phones use the same of Nokia, its need to make code more portable.
11  Java Game APIs & Engines / J2ME / Re: TiledLayer - implementation question / suggest on: 2005-02-22 08:47:28
I had done some tests in differents mobiles, and normally TiledLayer is sooo slow, only at Motorolas seems run ok.
The problem is that in almost all mobiles fill the screen with small images is slow, and i suppose that TiledLayer is doing this.
So its better implement a backbuffer where draw the visible tiles and redraw the tiles which change when u do scroll, so u can get almost the same speed than draw a image with same size that screen.
This is, u can pass easily from 12-15 fps to 40-50 fps...
12  Java Game APIs & Engines / J2ME / Re: M3GToolkit: m3g utilities on: 2005-02-01 12:02:43
Thanks, if u have a bit of time will be great u look and if u wish start to do some exporter Smiley

Quote


BTW: is GPL the best licence to use ?
What about a less restrictive one such as LGPL ...



Im thinking more it as application than a library, so i think GPL is a good option.
The interesting is the m3g file it generate, and it can be used for commercial products too.
13  Java Game APIs & Engines / J2ME / M3GToolkit: m3g utilities on: 2005-02-01 07:45:29
Hi, i had started to develop a set of utilities for M3G files.
For now i had almost finished the core for save M3G and a small api for read ASE files.
I have not so much time lately, so only I had can do 2 simple samples to convert "m3g code" to m3g, and another to convert ase to m3g.
Its open sourced, so if anyone wish help doing some exporter for other formats, is wellcome  Smiley

The url for download is:

http://www.java4ever.com/index.php?section=j2me&project=m3gtoolkit&menu=main

Thanks!
14  Java Game APIs & Engines / J2ME / Re: Texture2D and image format on: 2005-01-12 11:49:06
be sure that the width and height is power of 2: 16, 32 ,64, 128, ...
15  Java Game APIs & Engines / J2ME / Re: background sound: how to set endless sound? on: 2005-01-11 06:14:28
U only have to do player.setLoopCount(-1)
16  Java Game APIs & Engines / J2ME / Re: GZIP library for J2ME (LGPL) v1.0 on: 2004-11-23 11:37:41
sorry, something strange happened to the link....

http://www.java4ever.com/index.php?section=j2me&project=apime&menu=download
17  Java Game APIs & Engines / J2ME / GZIP library for J2ME (LGPL) v1.0 on: 2004-11-23 11:29:54
Hi!

I have released the version 1.0 with some fixes respect last version.

The URL for download is

http://www.java4ever.com/index.php?section=j2me&project=apime&menu=download〈=
18  Java Game APIs & Engines / J2ME / Re: Sprite Array, please Help! on: 2004-11-04 15:15:20
u have not initialized the array
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c2=new Sprite[51];
19  Java Game APIs & Engines / J2ME / Re: Getting started on: 2004-10-28 11:51:21
for documentation check this

http://developers.sun.com/techtopics/mobility/

ant here is the emulator

http://java.sun.com/products/j2mewtoolkit/download-2_1.html
20  Java Game APIs & Engines / J2ME / Sharp GX15 (MIDP 2.0 without sockets!?!?) on: 2004-10-28 06:24:04
Hi, im development for a Sharp GX15 (Vodafone),  it has MIDP 2.0, but when i try to make a socket
connection it give me this error "ConnectionNotFoundException: The request protocol not exist socket://server:port".
I want know if really this mobile dont support sockets or if im doing something wrong (The code work
with other mobiles)

Someone know what mobiles with MIDP2.0 has not socket connection?

Thanks.
21  Java Game APIs & Engines / J2ME / Re: problem with series60 DP2: getResourceAsStream on: 2004-10-26 08:04:41
This work for me ...

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Player player=Manager.createPlayer(new ByteArrayInputStream(midi),"audio/midi");
player.realize();
player.prefetch();
22  Java Game APIs & Engines / J2ME / Re: problem with series60 DP2: getResourceAsStream on: 2004-10-25 14:56:37
try to read the midi file and pass the byte array when u create the player
23  Java Game APIs & Engines / J2ME / Re: getting the graphics context on: 2004-10-22 06:38:27
try to do an image with Image.createImage(width,height), and set/get the font in the graphics context of that image.
24  Java Game APIs & Engines / J2ME / Re: experience with t610 performance on: 2004-10-08 06:27:37
i have had the same problems with this mobile, really its slow, and no only in games, also in menus, etc...
25  Java Game APIs & Engines / J2ME / Re: KEY_POUND not working on nokia 3650 on: 2004-09-24 13:06:37
I think in Nokia 3650 its associated with an action (maybe FIRE), so be sure that u are no capturing that event before check if the key is POUND.
26  Java Game APIs & Engines / J2ME / Open source GZIP library for J2ME (LGPL) on: 2004-08-22 20:10:16
Hi!

I have released an open source library for decompress GZIP files.
Its a class with a static method which receive an array with the gzip data and returns an array with the uncompressed data.
For now its not a class derived of InputStream because so its faster and smaller, once ofuscated (with proguard) and jaring is less than 2250 bytes, although maybe i will do also an InputStream version soon.

The URL for download is http://www.java4ever.com/index.php?section=j2me&project=apime&menu=download&lang=

Thanks.
27  Java Game APIs & Engines / J2ME / Re: MIDIs on S30 & S40 on MIDP1.0 on: 2004-07-06 14:24:01
U have to use Nokia API, it can play wav and tone sequence what u can make with Nokia Developer Suite, but i think only tone work at s40, at least at nokia 6100.
28  Java Game APIs & Engines / J2ME / Re: Apime: open source ui framework on: 2004-06-24 06:29:17
Hi! Thanks for the reply  Smiley

Im doing it thinking in applications for mobiles like nokia 3650, 7650, 6600, and similar phones, although im trying that it have low memory cost.
I have done some test with the memory monitor of WTK, and i think that the memory used is no so much, of course it depends of components created Wink
29  Java Game APIs & Engines / J2ME / Apime: open source ui framework on: 2004-06-22 10:25:04
Hi!

Im developing an open source ui framework for j2me.
It have basic components for make applications with swing structure.
For all interested, please visit http://www.java4ever.com

I would like recieve opinions, ideas and so on.

Thanks!  Smiley
30  Java Game APIs & Engines / J2ME / Re: MOT V400 Full Screen on: 2004-06-21 05:52:15
When are u calling the method getHeight?

At nokia phones happen something like that, but a solution is wait until the canvas is shown using the method Canvas.isShown(), and after it the size is returned ok.

I hope it helps, bye!

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