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1  Game Development / Newbie & Debugging Questions / Re: Pong on: 2007-08-16 10:56:14

Cool, thanks. What do you think of Java3D? Is it still maintained? Last time I asked most people here prefered the Java OpenGL wrapper (LWGL or something)?

Regards,
CoffeeMonster
2  Game Development / Newbie & Debugging Questions / Re: Pong on: 2007-08-12 02:18:08

Thanks everyone, I knew you'd have good advice. I'll have a read on reflection vectors.

Since I'm on the subject, where did you guys learn all this, is it pure trigonometry or did you learn it specifically from game writing  tutorials/books?

Cheers,
CoffeeMonster
3  Game Development / Newbie & Debugging Questions / Pong on: 2007-08-11 11:45:24


Hello,

I want to get back into Java Midlets games using MIDP which I enjoyed at Uni because it was relatively simple, but not Flash  Grin
Anyway, I've set up Eclipse etc, an improvement over JBuilder at any rate, and I wanted to make a simple Pong game for starters. This is actually a lot simpler than the game I made at Uni (which was a paratrooper type game), but I realised I have no idea how to make the ball bounce off at an angle, you know when it bounces of the edge of the paddle? How is that done? It doesn't just bounce "flat" , IYSMWIM. I suppose I could just hard code angles at certain points, but I assume there is better mathematical way to do it?

Cheers,
CoffeeMonster

4  Java Game APIs & Engines / J2ME / Re: How do you ensure portability? on: 2006-07-31 22:33:04
Thanks eveyone.  Wink

So the basic answer seems to be you can't really. Ho hum. Well, I was toying with the idea of
doing a simple game, and another idea (which isn't so simple) then dumping them on
midlet.org or something, but I'm not sure there's much point if there's so many portability
issues. And I'm not sure a publisher would give me the time of day (assuming I actually
managed to create a decent game). I suppose if I liked the game I could always port it
to J2SE or something like that.

Cheers all, I'll look forward to those other threads  Grin
5  Java Game APIs & Engines / J2ME / How do you ensure portability? on: 2006-07-28 18:04:57
Hello. It's been ages since I've been on these forums.  Grin

Anyway, I had a bit of fun with J2ME and MIDP 2.0 trying to develop a simple game.
The main reason I liked it was because it introduces you to basic game
techniques but is also relatively simple to use.

What I would like to know is, how do you make sure your game is compatible
across all mobile phones that run J2ME? I've heard that professional
game developers have to compile about 200 versions of any one game.

So I guess my question is, as a bedroom coder, is it possible to make a
fairly compatible game without buying 200 phones to test them on?  Shocked
Can it be done with software emulators? How do people with tight
or non-existent development budgets make their games compatible?

Cheers,

CM
6  Java Game APIs & Engines / Java 2D / Re: Movement inside a 2D rendering loop on: 2003-06-23 19:49:05
Scrub that, I didn't have the OpenAL drivers. It works now.
7  Java Game APIs & Engines / Java 2D / Re: Movement inside a 2D rendering loop on: 2003-06-23 19:13:30
I tried the Alien Flux Demo, but it crashed and had all sorts of errors Sad
8  Java Game APIs & Engines / Java 2D / Re: Movement inside a 2D rendering loop on: 2003-06-22 22:54:39
Yeah, I mean in Windows. My monitor is actually pretty high end CRT job, 0.24mm pitch, so it isn't anything to do with it being poor quality AFAIk. I may just be used to 85Hz, I'm not sure. I run my desktop and all games at that refresh rate.

Anyway I should have pointed out that I haven't actually programmed any games as of yet, so I wasn't fully aware of the rendering/refresh rate issues. Obviously, restricting games to only 85Hz is a daft idea as lots of people only run at 60Hz or less.

I'm now off to try Alien Flux  Grin
9  Java Game APIs & Engines / Java 2D / Re: Movement inside a 2D rendering loop on: 2003-06-21 03:04:02
Ok. But I have to say I can tell when my monitor is running at 60Hz compared to 85Hz, it actually hurts my eyes. Maybe because I'm used to running everything at 85Hz?
10  Java Game APIs & Engines / Java 2D / Re: Movement inside a 2D rendering loop on: 2003-06-20 01:53:01
Hello, just out of interest why don't you recommend 85Hz? I run all of my games at this refresh rate, or is this more of a resource/java issue Huh?
11  Discussions / General Discussions / Re: Forums are back in play! on: 2003-06-17 03:52:55
Hurray! I was about to cry when I had only just
started reading this web board then it disappeared. Grin
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