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1  Discussions / General Discussions / Re: Still no presence in mainstream desktop game development on: 2007-07-06 17:26:38
Network Support I believe Darkstar will handle any game server situation. Doesn´t need to be a MMO.
2  Discussions / General Discussions / Re: Still no presence in mainstream desktop game development on: 2007-07-04 15:59:36
CaptainJester... your work will be a blessing for all of us.
I´m very excited to see your work in a near future. It will probably help us to deploy our games in windows assuring that almost ever user could run it without problems.  Smiley

- Nero
3  Discussions / Miscellaneous Topics / Re: Royalty-free sound effects? on: 2007-07-03 00:33:03
Great, i will purchase some sounds there.

4  Discussions / Miscellaneous Topics / Royalty-free sound effects? on: 2007-07-02 16:41:07
I was looking for a good sound effects website to purchase some sound effects and i got at "The Sound Effects Library" website ( ). They have a huge library to purchase, however I´m bit confused with their license. Does their license allow the use for games? If not, could someone point me another website to purchase some sound effects for games?


- Nero
5  Discussions / General Discussions / Re: Still no presence in mainstream desktop game development on: 2007-06-28 15:33:09
JVM Ports to Consoles would be a good leap for Java Gaming. Meanwhile, i think you can make a good money at PC Market.

jMonkeyEngine, Slick and other tools are earning features quickly. We just need few good games to show the power of Java Games to the world.
6  Game Development / Performance Tuning / Re: Heap allocation/deallocation in Windows... what´s happening? on: 2007-06-28 15:08:41
I just saw the Virtual Memory column and i notice that is not droping the use. I will think a way to reduce the heap usage at load.

Thanks for the answers.
7  Game Development / Performance Tuning / Heap allocation/deallocation in Windows... what´s happening? on: 2007-06-28 00:44:08
I´m using a good amount of Heap memory to load some resources. After the load, most of the heap used become garbage, wich i believe, JVM is doing GC.
But in WIndows Task Manager it seems that does not free the memory used. The most weird is when i minimize and then opening the window i can see a huge decrease of memory of my game (From 150mb to 30mb).

What´s happening? How i could possible solve this without asking my customer to minimize the window to reduce memory allocation?  Huh

I tried MinHeapFreeRatio/MaxHeapFreeRatio  but doesn´t seem to be a VM issue. Is there any native workaround to force windows free all this memory?

OS: Windows XP Pro SP2
VM: Sun JVM 1.6.0_01-b06
8  Game Development / Networking & Multiplayer / Re: Client load-balance? on: 2007-04-30 14:57:42
Interesting model. I will wait for more info but i think it´s a way to go with Playground. Sounds too good to be true  Smiley
9  Game Development / Networking & Multiplayer / Re: Client load-balance? on: 2007-04-30 00:53:22
Thanks for the answers Jeff.

Another question about nodes:

In my country, the datacenter co-location racks are way too overpriced. It´s pretty hard to a small team with no money start a business here.
How much traffic, darkstar nodes will consume? Is it possible to rent dedicated servers at another country and the nodes communicated through internet?
It´s maybe hard to request a private network to get a pool of 3 or 4 servers and even if datacenter has this service, it may be way too high to afford. Scale maybe will be a problem for me.
10  Game Development / Networking & Multiplayer / Client load-balance? on: 2007-04-27 17:08:16
How darkstar manages clients over clusters?

Is there one server that handles all the client connections, some kind of Loginserver? Load-balance clients connection through servers?

It´s quite curious for me because since there is no shard in SGS, somehow you wil need to redistribute clients through server clusters and that means disconnect users and manage them to another location or guess where a new client would be better to go.
11  Game Development / Game Play & Game Design / Sprite walking and rotating through pixel terrain on: 2007-01-12 21:43:12
Hello, i´m having a problem to figure some 2D collision detection to be usable for my walking algorithm for my pixel based terrain.
I load a image as a terrain and create a destructable terrain just like worms. The problem is walking through the pixels and rotate the sprite at X degrees to follow the terrain inclination . I had not succeeded to find any good solution to my problem.
I tried to put some pre-defined points to collide to the terrain and do some rotating actions, using alpha channel of the image to determine if it has a terrain or not, but it is far from accurate, it do some weird things when rotating. The points invades the terrain when rotating, invalidating all my algorithm.
Does anyone has a clue or a link for an example of some sort of algorithm that might be useful? Maybe i just thought a good way but used wrong.
12  Java Game APIs & Engines / Tools Discussion / Re: 2D Particle Effect Editor on: 2007-01-10 16:02:08
I interested about the status of the project. Is there been any progress?  Smiley
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2016-06-13 21:20:42 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
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