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1  Java Game APIs & Engines / JInput / Re: jinput icon on: 2012-07-27 09:50:37
I made a JInput icon and added it to my latest release of jnostromo.

Small Icon


Full Icon


Please let me know if you would like the original source (its in .xcf). 
2  Java Game APIs & Engines / JInput / jinput icon on: 2012-06-14 11:45:11
I use jinput in my project (jnostromo) and am adding the libraries and other technologies information to the application.  The main application has a list of icons at the bottom left of the screen.  I would like to add a jinput icon but I can't seem to find anything.  Can anyone recommend an icon to use? 

Also, is there an official web page for jinput? 

Thank you
3  Java Game APIs & Engines / JInput / Re: How to compile JInput on 64-bit for 32-bit on: 2012-05-23 13:32:45
So it ended up not working.  It produced a 64-bit .so Sad 
I'm going to compile it on a 32-bit system now ...
4  Java Game APIs & Engines / JInput / Re: How to compile JInput on 64-bit for 32-bit on: 2012-05-23 12:53:08
Something like this
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<condition property="libname" value="${libname64}" else="${libname32}">
    <equals arg1="${os.arch}" arg2="amd64"/>
</condition>


Where on 32-bit jvms os.arch = i386 and on 64-bit jvms os.arch = amd64
5  Java Game APIs & Engines / JInput / Re: How to compile JInput on 64-bit for 32-bit on: 2012-05-23 12:40:26
It seems that your suggestion works.  At least it compiles.  I'll have to check it in a VM to see that it indeed compiled a 32-bit version and not a 64-bit.
Thanks for your help!!!!
6  Java Game APIs & Engines / JInput / Re: How to compile JInput on 64-bit for 32-bit on: 2012-05-23 12:33:31
Thanks endolf.  I tried setting a 32-bit jvm that but it doesn't seem to work.

I suspect it has to do with the following condition.
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   <target name="compileNativeJinputLib">
                <exec executable="uname" outputproperty="hwplatform">
                        <arg value="-m"/>
                </exec>


uname -m reports a 64-bit kernel.  Maybe I'll just install a 32-bit VM for the time being ...
7  Java Game APIs & Engines / JInput / How to compile JInput on 64-bit for 32-bit on: 2012-05-23 11:52:51
I would like to build a 32-bit version of JInput for GNU/Linux.  The problem is, I only have 64-bit systems.  Is it possible to build a 32-bit version from the 64-bit version?  Or will I need to result to using a 32-bit VM?

The changes that I have made for GNU/Linux are:
* Added grab feature
* Added detecting if controllers have disconnected or connected
8  Java Game APIs & Engines / JInput / Re: New Feature - Grab on: 2012-04-25 06:00:35
My GCC (I assume that's what you're using) is rusty.  I think that you want -m32.  "info gcc" should tell you what you need to do. Wink
I'm using the ant build scripts in jinput.  Is there an option to compile for all OS's and architectures?
9  Java Game APIs & Engines / JInput / Re: New Feature - Grab on: 2012-04-25 05:58:49
Sorry to not talk about the topic, but this is a better link for your awesome purchase Smiley
Is that link different then the one I posted?
10  Java Game APIs & Engines / JInput / New Feature - Grab on: 2012-04-24 16:28:59
Greetings,
  Its been a long time since I've posted here (mainly because I moved to using JMonkeyEngine).  Anyways, I have recently bought a Razer Nostromo and Razer doesn't make drivers for Linux.  So I developed them  Grin

In order to provide remapping of keys from the nostromo to any keyboard or mouse event, system input events have to be stopped.  I discovered how to do this through another project and implemented this feature in jinput.  Note, I've only implemented this for Linux.  Does anyone think this might be useful to include in the main branch? 

grab.patch - includes the new feature "grab" which is only implemented in Linux.  Windows and OSX users will get a false returned from the grab function since this feature isn't implemented.  The new function grabs the device so that no other programs (including the window manger) get events.

Question: I have only compiled for amd64 (since thats what I am running).  Anyone know how to compile for 32-bit?

Finally, if you are interested in how I am using jinput, check out my new project jnostromo
11  Java Game APIs & Engines / Java 3D / Re: Java3d and OS X on: 2008-08-14 19:56:45
You don't ever install any libs through JWS.  The problem lies with Apple.  Because apple ships Java3D 1.3.1 with their OS, it always over-rides the new library that is set in JWS (through the classpath). 

The only way to get around this is for Apple to not ship Java3D and or for Apple to go ahead and include Java3D 1.5 with their next updates.  But your battle is with apple on this one, not Sun.
12  Java Game APIs & Engines / Java 3D / Re: Java3d and OS X on: 2008-08-11 15:27:33
Yea, it is.  I downloaded a dmg from somewhere ( i tried looking for the link last night but couldn't find it). 

When you say stereo rendering, do u mean having one scene with two cameras offset from one another so that it makes it look 3d when viewing in "3d glasses"?  If so, then can the other scene graph based api's in java do this such as jME?
13  Java Game APIs & Engines / Java 3D / Re: Java3d and OS X on: 2008-08-10 04:46:40
Yea, I think I'm giving up on Java3D and will be moving to jME. 

I think the solution for OSX is to force users to download Java3D 1.5 and install it. 
14  Java Game APIs & Engines / jMonkeyEngine / Re: jME and JWS on: 2008-07-31 08:16:27
So how do I download JME?  Please don't tell me that I have to install SVN and pull from google source.  Git is the only SCM that graces my computer plus I need builds for OSX, Windows, and GNU/Linux.

Thanks
15  Java Game APIs & Engines / jMonkeyEngine / jME and JWS on: 2008-07-30 20:41:57
I am currently considering moving from J3D to jME or another 3D Rendering API and would like to know how well jME works with Java Web Start.

My current frustrations with J3D and JWS are with OSX.  Basically, you have to install the J3D libs yourself even if they are included in the JNLP.

So does jME work with the major OS's (OSX, WinXP, and GNU/Linux)?

Thanks!
16  Game Development / Game Play & Game Design / Re: Loading a 3D Map on: 2008-06-12 21:20:16
From the lead dev from AC3D about this issue that I've raised in the past
Quote
this is not currently possible since the vertices are rotated in the global space.

And from an opinion of a user
Quote
It appears that a rotation is applied to the vertices then simply forgotten.

So from AC3D I don't think its possible to get the quaternion ... at least from their api.  So it looks like I would have to calculate the quaternion for rotations on my own.  Is there an easy way to do that?
17  Game Development / Game Play & Game Design / Re: Loading a 3D Map on: 2008-06-12 15:34:17
Thanks for the debugging hints.  I actually use a great program called JProfiler (its not free but it provides many useful features).

As for the 3D tools.  I use a program called AC3D.  I wrote a plugin that exports the map to a format that my game understands.  So I was already able to do what you suggested with the "coin" objects; however, the spikes need rotational information.  So right now, the mesh is saved out in its final position which means there is no rotational information provided.  So I simply can't replace each spike mesh with a stored in memory spike b/c I don't have the rotation information.

I think the only way to do it is to update my rotation plugin ... I've just thought of a solution to 1 of the problems with it.  Basically, when you click on rotate on the object, there was a variable that is stored in memeory that keeps track of the rotation of the object.  If you export the object, then this information is saved in the exported file; however, if you just save the map in AC3D and then re-open it, that rotation information is gone.  I think I can actually save that information in a datastructure that AC3D api provides so that I can access it when I export it again.

But the other problem (bigger problem) is how do you know which order to apply the rotations?  Say u rotate along the X-Axis and then the Y-Axis.  Then later on you rotate again on the X-Axis.  It seems like one would need a list of rotations in the order in which they were applied to get the rotation down correctly right?  Initially I was thinking that you could just store the rotation information for x,y,z.  But the situation I described above nulifies that. 

So does anyone know how repeatable rotatable objects are handled in other games?
18  Game Development / Game Play & Game Design / Re: Loading a 3D Map on: 2008-06-11 21:40:55
I had it set to 512MB and then bumped it up to 2GB and still got the memory error (this was done without any modification to the models or map loader).

Last night I did 2 things ... I reduced the surfaces from 1900 to 300 on the "coin" items that are repeatable.  I also copy those items when loading them in the map (so there is just 1 file that is loaded ... so this is an optimization for loading time!).

So it now loads up those items, but when the loader gets to another set of map type (spikes), the heap runs out of memory (with the heap set to 512MB).  The spikes are a type that can have a group of objects (multiple spikes) with different rotations.  So ithe map exporter just writes out each spike clump to a file and the map loader just loads in each spike clump.  I think the number of surfaces of the spike is about 400.  There might be about 200 - 300 single spikes in the map. 

Do u think that since the spikes are duplicated in the Modeler tool, that I should do the same thing as with the "coins"?  One big reason I have not done this with map elements like spikes is b/c getting the rotation information from the modeling tool is very hard  (You can't get it from any of their API b/c that information is impossible to calculate if you do not save the state of each rotation of the object; I've actually created a plugin that I can use to rotate objects in order to retain that rotation information, but its a pain to use ... its much easier to use the built in rotation tools instead of clicking on rotate buttons). 

Thanks for your help!
19  Game Development / Game Play & Game Design / Re: Loading a 3D Map on: 2008-06-11 00:39:31
Thats a good question.  So is there a general standard for the number of vertices or surfaces per map item/environment?
20  Game Development / Game Play & Game Design / Loading a 3D Map on: 2008-06-09 20:59:40
Greetings,
I have created a map loading system for my game; however, I have run into a memory issue.  Basically, the map that I designed in a 3D editor (AC3D) when loaded into my game produces an out of memory error.

I have a plugin for AC3D that creates the format for my game (it takes groups for specific map elements, writes them out as wrl files, and generates an xml file that associates the wrl file with the object type).

The map loader parses the xml file, creates game objects for the specific type and loads the wrl file for each object.

So what are the better ways of doing this?  I have many duplicated objects in the map (think cold coins from mario or pellets from pacman).  Right now I load each one separately.  Would it make sense to just load 1 wrl file and then use the Group.cloneNode() (in java3d) for every duplicate of the first one?  Will this conserve system memory or will it only conserve disk space?  The textures for each of these objects is just a reference in the wrl so there is just 1 texture file.

Thanks for your help.
21  Java Game APIs & Engines / Java 3D / Re: Planetary terrain rendering on: 2008-05-01 22:06:40
Here is an example for Java3D

http://code.j3d.org/examples/terrain/index.html

Their code is open so you should be able to look through it to see what they did in Java3D.
22  Java Game APIs & Engines / Java 3D / Re: OpenGL ES support on: 2008-05-01 22:00:35
You can change the rendering engine out to use JOGL.  So you might want to check out the JOGL project to see if they have a version that does just the EE stuff.
23  Java Game APIs & Engines / Java 3D / Java3d and OS X on: 2008-05-01 21:59:20
Does anyone know how to get Java3D 1.5 to work with OS X?

Both running from a term as well as running from jws?
24  Java Game APIs & Engines / Java 3D / Re: [GenesisFX] Deploying via JWS with OSX on: 2008-03-25 21:14:09
Ah, so you can't over-ride the installed java3d in OSX from the jnlp file?

I tried something like this and it doesn't work.

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<resources os="windows Linux">
    <j2se version="1.5+" />
</resources>
<resources os="Mac OS">
   <j2se version="1.5+">
      <property name="j3d.rend" value="jogl"/>
   </j2se>
</resources>


Am I doing something wrong?
25  Java Game APIs & Engines / Java 3D / [GenesisFX] Deploying via JWS with OSX on: 2008-03-25 18:15:20
So I'm deploying GenesisFX (version 1.2) via JWS and have received this error when I load up the Scene. I'm using OSX Leopard (which is Sun JRE 1.5.0_13)

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Genesis FX (TM) Particle System v1.2 Developer Edition
(c) Copyright 2007 indie technologies, all rights reserved
Exception in thread "Thread-7" java.lang.NoSuchMethodError: com.indie.genesis.j3d.ParticleSystemManager.setName(Ljava/lang/String;)V
   at com.indie.genesis.j3d.effects.Effect.getManager(Effect.java:714)
   at com.indie.genesis.j3d.effects.Effect.buildParticleSystem(Effect.java:495)
   at com.indie.genesis.j3d.effects.Effect.build(Effect.java:470)
   at com.indie.genesis.j3d.effects.Effect.rewind(Effect.java:1124)


Any idea what might be causing this? It works fine in GNU/Linux.
26  Java Game APIs & Engines / Java 3D / Re: I need a little help with Java3D. on: 2008-02-06 18:51:14
Well, I've never used java3d in eclipse before so I can't say for certain that I know what your problem is; however, from my little knowedge of eclipse, there should be a tool for adding jars.  Here you need to add the java3d jars.

So for instance, if ur using GNU/Linux, then u would need to add the following jars
j3dutils.jar, vecmath.jar, j3dcore-linux.jar

This wil allow you to compile j3d; however, if you want to run it you will need to include the dynamic libs.  I think there is a tool for that in eclipse to.  This would include the directory that has the libj3dcore-ogl.so and libj3dcore-ogl-cg.so

Hope that helps
27  Java Game APIs & Engines / Java 3D / Re: Java Graphic Developer on: 2008-02-06 18:45:40
Typically you will want to post jobs wanted in the jobs section of the forums.  This section is typically reserved to technical questions relating to Java3D.

http://www.java-gaming.org/forums/index.php?board=32.0
28  Java Game APIs & Engines / JInput / Re: JInput and JWS on: 2008-02-05 05:40:23
Worked like a charm.  Thanks again!
29  Java Game APIs & Engines / JInput / Re: JInput and JWS on: 2008-02-04 15:29:28
Thanks endolf!!!  I'll try this tonight when I get home from work.
30  Java Game APIs & Engines / JInput / JInput and JWS on: 2008-02-04 03:22:40
Anyone know how to get JInput to work with Java Web Start?  Right now, I've included the jinput.jar as we the binary libs (.so and .dlls for their respective platforms) in my jnlp file.  It appears that JInput isn't finding any devices; however, when I run the program without jws, then JInput finds my devices without any issues.

Anyone know what might be going on?

Thanks
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