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1  Java Game APIs & Engines / Tools Discussion / Re: Java IDE on: 2006-03-24 06:47:32
Eclipse supports generics for me  Huh  Did you set your project to use JDK 1.5?
I did do this.

Maybe it's the version number.  The last stable version in portage is 3.0.1-r2.

Wow...it'd be really nice if I had a screenshot to back this up.

EDIT: Link added.
2  Java Game APIs & Engines / Tools Discussion / Re: Java IDE on: 2006-03-22 05:49:11
Sorry to ressurect an old thread, but I kind of wanted to give an update on eclipse.

This time last year I swore by Eclipse - there was nothing better, but here recently I've been using Netbeans.  Why?  The editor in eclipse doesn't support generic types, and won't even let the compiler have at the code!!!

After using vim and bash for a while, I finally dedicated myself to finding and using a different IDE and Netbeans is, hands down, the best IDE on the market at this point.  It has an eclipse-ish l&f, isn't bitchy about a 'workspace' location, has a stable, built-in gui editor, supports generic types(<sarcasm>don't know why i should have expected that!</sarcasm>), and has plugins for just about everything - including a noted profiler (appeared in Dr. Dobbs issue #381), and is FREE!!!

I strongly encourage all you eclipse junkies to head out and try Netbeans! Wink
3  Games Center / Archived Projects / Re: Undead Arena - Squareheads rises from the dead on: 2006-03-22 03:06:48
Very impressive! Smiley

I did notice a bug where the character got stuck and the certain portions of the screen weren't refreshing, but I couldn't duplicate it. Undecided

And it would bounce between 3 and 96 fps. Undecided

And the second time I ran it, it gave me an empty error window and wouldn't start up.... Cry
4  Java Game APIs & Engines / JOGL Development / Re: Antialias and glAccum slowness (Just me?) on: 2006-03-07 19:11:32
Well, if nothing works you can always do Wu's algorithm. Wink

There's a link to one of Micheal Abrash's articles on that page that explains it exquisitly.

This is, of course, all in jest.  But it's kind of fun if you enjoy doing that kind of stuff.
5  Game Development / Newbie & Debugging Questions / Re: Component.setSize() : Borked? on: 2006-03-07 06:51:43
I can sympathize.  Swing is riddled with inconsistincies and 'gotchas'.  Hopefully Mustang will fix all of this.
6  Java Game APIs & Engines / JOGL Development / Re: How to: Getting started with JOGL on: 2006-03-07 05:53:26
I ve fixed some of those old tutorials on nehe (replaced that GLAutoDrawable).

All works fine except one thing:when i try to use glTranslateF  and translate on z axis, i cant see anything. I translate bothj backwards and forwards, but nothing is visible.

The rest of the code worked fine with old jogl(gltranslatef 2)-examples 6 and 7.

Is there something else i m missing?
Think of your GLCanvas as a cube.  If you use eye coordinates, it will always stretch from -1.0 to 1.0 in every direction you can think of.  Therefore, anything drawn outside of that area will be clipped off of the viewspace.

But wait!  Don't the NeHe tutorials translate the eye over to -1.5, and then to 1.5!?  Yup.

So what's missing?

In a word, glOrtho() is missing.  What this function effectively does is widen the cube in which you can draw.

In short, you're drawing outside the box.  glOrtho will make the box larger. Smiley
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