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1  Games Center / Archived Projects / Re: Temporary Working AnacondaNet Webstart version on: 2005-04-13 22:11:03
Hey, that was funny  Smiley ! I made it up to a length of about 800.

Had no problems at all with starting or playing.

But you should get some other sound than that ICQ "oh oh" - I hate that Wink

Config: Athlon 64 3200+, 1GB RAM, GF FX 6600gt

2  Game Development / Networking & Multiplayer / Re: Downloading files via HTTP on: 2004-03-16 20:12:36

class Get

      public static void main( String[] args )
            if (args.length == 0) {
                  System.out.println ("Usage  : Java Get <dokument>");
                  System.out.println ("Example: Java Get");
                  URL url = new URL(args[0]);

                  InputStreamReader in = new InputStreamReader (url.openStream());
                  String name = args[0].substring (args[0].lastIndexOf ("/")+1);
                  FileOutputStream fos = new FileOutputStream (name);

                  char[] buf = new char[1024];
                  byte[] buf2 = new byte[1024];
                  int nread = 0;

                  System.out.println ("Lade Datei: "+name);
                  while ( ( nread = (buf) ) > 0 ) {
                        for (int i=0; i<nread; i++)
                        buf2[i] = (byte)buf[i];
                        fos.write (buf2, 0 ,nread);
                  fos.close ();
                  System.out.println ("Ready.");
                  catch ( Exception e ) {

Thanks for all your help, I use the code above now!
Greetings, AdamP
3  Game Development / Networking & Multiplayer / Downloading files via HTTP on: 2004-03-16 12:37:28
Hi there,

I need to download a file from an internet adress like
Is there a short answer to solve this problem?
Have googled a lot, but don't find, what I am looking for.

What I want: a simple class that ask for a URL and saves
the document (PDF in my case) on my harddisk.

Thank you, AdamP
4  Discussions / General Discussions / Future of JOGL, LWJGL ? on: 2003-07-29 08:37:25

I've just read that Sun and SGI are going to develop a binding for OpenGL. You can read it here:

What do you think... will this make LWJGL and JOGL unnecessary?
Has someone more informations? When will there be the first official binding for OpenGL?

Greetings, Adam.
5  Game Development / Networking & Multiplayer / Re: RMI-Problem on: 2003-06-21 20:12:52

You where right Mojomonkey!
I got the compiled classes (incl. _stub) from a cvs server.
Here at home I compiled everything new without errors.
So I think I didn't understand what it really was about the stub classes...
and what was different in earlier versions.

Thank you for the help!

6  Game Development / Networking & Multiplayer / Re: RMI-Problem on: 2003-06-21 19:47:54
Are you sure your ran rmic on the proper classes?

I must admit, that i didn't run rmic at all. I thougt this was only neccessary on older versions of java?
At least this is what I've read in an online tutorial.
On my other computer I just ran it out of the IDE (it uses the java.exe). But now it doesn`t work anymore.
I use java 1.4.1 on my other computer, here I have 1.4.2beta - could this be the problem?
I'll go and have a look at rmic right now....
7  Game Development / Networking & Multiplayer / RMI-Problem on: 2003-06-20 18:26:54

I have a problem getting a program to start.
Each time I start it, I get the following error:

java.rmi.StubNotFoundException: Stub class not found: MiddleServer.MidServerRemoteQueue_Stub;
nested exception is: java.lang.ClassNotFoundException: MiddleServer.MidServerRemoteQueue_Stub

Sorry, I can't give you more details now...
but I hope someone can tell me what this means.
The Java API docs didn't help me :-(

Many greetings,

(It worked on another computer without any modifications. Maybe it's just a problem with my paths?)
8  Games Center / Archived Projects / Re: Alien Flux Alpha Test 9 on: 2003-04-15 16:07:40
Played it on an AMD 1.4GHz, 256MB GF4 4200.
Great work! Sound, GFX, everything works fine...
but this yellow jelly is always kicking my a** Wink

Well, I'll give it another few tries now...
9  Games Center / Archived Projects / Re: Alien Flux Alpha Test 5 on: 2003-03-30 20:36:09
I started it and came to the menu. Sound worked fine but when I tried
to start a new game it crashed with an null pointer exception.

Laptop P1GHz, 240MB RAM, 16MB (shared mem.) non-accel. gfx-card, WinXP.

I'll test it on my other machine as soon as I find time.

But it looks nice for now ;-)
10  Java Game APIs & Engines / Tools Discussion / Re: Need help with Netbeans on: 2003-02-16 08:32:14
I tried to use the Tools -> JavaDoc Manager and mounted
the sources and the JavaDoc archive (and also extracted)
but I didn't get it to run. There was an error saying some
special files are missing or something like that.
But now I used the "Code Completion Database Manager"
and added the "lwjgl.jar" and it works :-)
It will take weeks before I understand everything in Netbeans I think...
especially the huge options and tools menus.

Thanks for all your help!
11  Java Game APIs & Engines / Tools Discussion / Need help with Netbeans on: 2003-02-15 20:13:22

I wanted to use Neatbeans now to develop my little
terrain renderer in LWJGL.
But I have a problem with adding the LWJGL JavaDocs to
my IDE. If I type in "GL." I want to get this nice pop-ups
with all methods listed... But somehow I can't get it

Could someone point me to the right direction?

Thanks in advance, Adam.
12  Java Game APIs & Engines / OpenGL Development / Re: Screenshots in LWJGL? on: 2003-02-12 12:46:46
I already use ImageIO and save the screenshots as
JPEG and also use GL.BGRA in the readPixels command.
But I used GL.BYTE instead of GL_UNSIGNED_BYTE.
It works fine now, thanks for your help...

13  Java Game APIs & Engines / OpenGL Development / Flipping textures. Why? on: 2003-02-11 20:46:29
There's not much java code using LWJGL out there, but
in most cases I've seen, that textures are flipped
(scaled (1, -1)).
I didn't do that in my program but everything works fine.
I implemented ms3d model loading for example, and the
textures are applied correct.
Will there be problems in some cases which I didn't
get yet or what's that flipping all about?

14  Java Game APIs & Engines / OpenGL Development / Re: Screenshots in LWJGL? on: 2003-02-11 08:08:30
No that I implemented a simple skybox it was worth it to add
a screen capture method - thanks for all you help!
It works just fine, but the pictures don't have the right
contrast... how can I solve this (without a paint program)?

15  Java Game APIs & Engines / Java 3D / Re: Problem with loading heightmaps on: 2003-02-09 12:57:25
You're right elias, your mehtod also works...
I will keep that in mind.

Thanks, Adam.
16  Java Game APIs & Engines / Java 3D / Re: Problem with loading heightmaps on: 2003-02-09 12:54:29
I've found a solution...
I read a value v and do v  = (float)Math.sqrt(v*v)

Just that simple :-)
17  Java Game APIs & Engines / Java 3D / Problem with loading heightmaps on: 2003-02-09 12:22:53

I have my little terrain renderer up and running now.
Until now I calculated some perlin noise terrain to play
with, but now I wanted to load heightmaps from files (.raw).
Here's the way I load 8 bit greyscale heightmaps:

       FileInputStream input = new FileInputStream (file);
       data = new byte[(int)file.length()]; (data);

After this I convert the values to floats and save them
in my heightmap array.
But this doesn't work, because it seems as if Java handles those
byte as signed bytes. I tried to add 128.0f
if the read value is below 0.0f but that didn't help either.

Any ideas?

18  Java Game APIs & Engines / OpenGL Development / Re: Screenshots in LWJGL? on: 2003-02-06 10:00:41
I just downloaded the OpenGL specification, there it's documented
a little bit clearer than in the JavaDocs of LWJGL.
Thanks for your help, I'm going to test it...

19  Java Game APIs & Engines / OpenGL Development / Re: Screenshots in LWJGL? on: 2003-02-05 20:25:49
Speed doesn't matter, so readPixels() would be good enough for now.
I found this in the JavaDocs:

void readPixels (int x, int y, int width, int height, int format, int type, int pixels)

But I don't know how I could use this to get all pixel values, since return type is void.
20  Java Game APIs & Engines / OpenGL Development / Re: Screenshots in LWJGL? on: 2003-02-05 19:38:03
I thought about an screencapture-button in my program to save screenshots directly to disk...
But your suggestion will fit my needs for now,  too :-)

Thanks, Adam.
21  Java Game APIs & Engines / OpenGL Development / Screenshots in LWJGL? on: 2003-02-05 17:36:44
Is it possible to take screenshots when using LWJGL?

Thanks in advance, Adam.
22  Java Game APIs & Engines / Java 3D / Re: Camera collision with heightmaps? on: 2003-01-29 16:04:46
Your code is more accurate than mine, thanks for that Orangy Tang.
And yes, Herkules is right, that was what I was looking forward.
Right now I take the four vertices of the grid the camera is standing
in and average the four y-values.
This is very ugly, because it looks like going stairs up instead of
walking on a terrain.
I've read something about creating a bounding sphere around
the camera and check for collision on all triangles.
But isn't it easier to calculate the planes equation of the triangle
under the camera and calculate the height with this?
That was my idea I but don't know where to start.
23  Java Game APIs & Engines / Java 3D / Camera collision with heightmaps? on: 2003-01-29 02:24:21

I started with my first attempt to reder heightfields with LWJGL.
The heightmap is rendered using triangle strips (flat filled at the moment or wireframe)
with NO optimizations - each frame all polys are rendered.
I can fly over the terrain, but now I want to implement collision detection
so that the camera always stays at a fixed height above the ground.
Now, how do I know on which triangle I am standing?

My camera holds a vector (x,y,z) for the position in space
and 2 angles for orientation (y-, and x-rotation to look left/right and up/down).

The terrain is scaled by a constant factor in x-, and z-direction and also translated,
so that the origin is in the middle of the map.

I do the following:

a = (int) camera.x / scale + mapsize/2
b = (int) camera.z / scale + mapsize/2

This gives me the square (a,b) on which  I stay, right?
But how do I know on which one of the two triangles I am standing?
Btw. , is this the right way to handle collision on terrains?

I hope my explanation is clear enough since I'm very tired ;-)

Thanks in advance, Adam.
24  Java Game APIs & Engines / Java 3D / Re: To all LWJGL developpers on: 2003-01-19 11:00:28
I just started the WaterRain program and it crashed :-/

Unexpected Signal : EXCEPTION_ACCESS_VIOLATION occurred at PC=0x0
(you can get the whole error message if you need)

After commenting out "gl.wglSwapIntervalEXT(1);" it worked just fine.
What exactly does this command do?

Greetings, Adam.
25  Java Game APIs & Engines / OpenGL Development / Re: Testers needed for jPCT->LWJGL on: 2003-01-18 11:28:29
I also tested it on my second machine now... so here are my results:

Laptop: PIII 1000, 240MB, 16MB shared memory (SIS 630s).
It runs 7fps in OpenGL mode and 12fps ins software mode.

Workstation: AMD Athlon 1.4GHz, 256MB, 64MB GeForce 2 GTS.
75fps in OpenGL and ~20fps in software mode.

Ciao, Adam.
26  Java Game APIs & Engines / OpenGL Development / Re: Testers needed for jPCT->LWJGL on: 2003-01-17 21:47:50
I also had problems getting it started, but "java -cp lwjgl.jar;terraingl.jar TerrainGL" worked :-)
The program runs at 7 fps on my laptop:

1GHz PIII, 240MB RAM, 16MB shared memory video, not accel.

It looks great and I think I'm going to check JWJGL the next days...
Going to run your program on my other system later, too.

Greetings, Adam.
27  Java Game APIs & Engines / Java 3D / Rendering mode - what do I have to know? on: 2002-12-30 21:26:18

I've already read a few tutorials on Java3d and I want to write my own little engine soon.
There are 3 rendering modes in Java3d:

immediate mode, retained mode & compiled-retained mode.

I want to write a little terrain engine, load some (animated) models and maybe add a tiny physics engine.
It's just a project in my free-time now, but it should be possible to make sth. bigger out of it in the future.
What do I have to think about when I want to write my engine and have to choose one of these modes?
On the one hand I don't want to use (compiled-)retained mode to find out that something gets too complicated to realize because of some restrictions.
On the other hand I don't want to use immediate mode and code everything on my own, when j3d could take much work off of me...

Maybe you have some experiences you could share with me?

Thanks in advance, Adam.
28  Java Game APIs & Engines / Java 3D / Re: 3D Terrain on: 2002-12-30 20:48:10
I think the mentioned IOTD was the one from the 24. of april this year:

Hope this help!
29  Java Game APIs & Engines / Java 3D / Re: New Java3D Demos on: 2002-12-16 11:30:47
I just downloaded your demo and started it.
Hardware Fullscreen doesn't work correctly.
I can hear the music but nothing was rendered.
The other modes run, but I get only ~1FPS in fullscreen
and ~3FPS in windowed mode.

Your program tells me "1.1.0, missing, missing, failed[1]" (splash screen at startup).
I use Java SDK 1.4.1_01 and Java3D 1.3 under Win XP.
I've got a Athlon 1.4GHz, 256MB RAM, GForce 2.

Since I'm new to Java3D I'm quite impressed. Haven't seen something similar yet!
But do I have some configuration-problem, or why is it running sooo slow?

Greetings, Adam.
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