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1  Discussions / General Discussions / Re: Vote now in the official JGO logo contest thread with this topic on: 2011-01-08 12:12:08
try {
    a = 0;
    b = 0;
} catch (RivenException exception) {
    // Do nothing.

2  Game Development / Networking & Multiplayer / Using VPS For Game Servers on: 2010-09-30 18:27:49
A great index of cheap VPS hosting is available through

I bought a VPS for £5.82 per month to try out some java Socket stuff...

I installed VNC & Gnome so that I could remote desktop to it.
3  Games Center / WIP games, tools & toy projects / Re: Applet Fingerprinting on: 2010-06-06 01:09:35
4  Games Center / WIP games, tools & toy projects / Re: TUER: Truly Unusual Experience of Revolution, FPS using JOGL on: 2010-05-20 18:31:56
awesome Cheesy well done. Looks like you were having an argument about JOGL vs LWJGL at 3:40 in that video. Wink
5  Games Center / Tiny Game 2010 / Re: [Journal] Tiny Isometric Thing on: 2010-04-28 22:02:05
very cool looking engine you have there. I wonder if this control scheme would be better:
hold up - walk forward
tap left - turn 90 left
tap right - turn 90 right
hold down - walk backwards

are we going to see little pixelated monsters? Cheesy
6  Games Center / Tiny Game 2010 / Re: [Journal] TinyRoll on: 2010-04-28 19:00:42
cool little game. It reminds me of Markus' megaman 4k game.

lol @ if you forget to let go of the arrow keys at the end (when your score is displayed), your time keeps rising Cheesy
7  Game Development / Newbie & Debugging Questions / Re: Package question on: 2010-04-18 18:21:23
I copied your and and added my own and tried it from the command line:

package org.mainpackage;

import org.testpackage.TestClassOne;

public final class Main {
   public static void main(String[] args) {
      System.out.println("Here is a TestClassOne I just created: " + new TestClassOne());      

C:\Users\irr\Desktop\jgo>dir *.java /S /B

C:\Users\irr\Desktop\jgo>javac org\mainpackage\

C:\Users\irr\Desktop\jgo>java -cp . org.mainpackage.Main
I work!
Here is a TestClassOne I just created: org.testpackage.TestClassOne@addbf1
8  Discussions / General Discussions / Re: Cortado works! on: 2010-02-09 20:25:23
I've also been looking at how I can play Ogg Theora+Vorbis files in Java.

It seems Cortado is GPL but its com.fluendo.jheora, a Theora decoder,  package is LGPL.

com.fluendo.jheora together with the also LGPL com.jcraft.jorbis, a Vorbis decoder and com.jcraft.jogg, an Ogg container parser, allow us to write a pure Java Ogg Theora+Vorbis player... but we have to write the playback framework on top of this so that audio and video are played in sync.

You'll be dealing with Ogg pages & packets etc... If you want seeking you'll need to implement a seeking algorithm such as the bisection method, or I guess a more easy to implement look up table.

As everyone else I am very interested to hear and see anything you come up with.
9  Games Center / Archived Projects / Re: WIP : GeomWarRemake on: 2010-01-27 08:09:46
I like the AI of the green enemies
10  Discussions / General Discussions / Re: Chris (NOT CHRISM) leaving sun (and moderator at jgo?) on: 2010-01-09 11:45:13

I can identify you without you posting, ever.

11  Game Development / Game Mechanics / Re: Java port of Bullet Physics Library on: 2009-12-26 00:21:13
Why is 4*3?

I haven't read any of the rest of this thread but I think the answer to that is:

Because you are putting floats (each of which are 4 bytes) into the ByteBuffer
12  Game Development / Shared Code / Re: Traverse huge directories instantly (iteration like in JDK7, now!) on: 2009-12-01 20:53:22
Just open the command-prompt, type 'dir' and hit enter. You'll see where that 36 comes from.

Minor issue but

dir /B

should help you get rid of some code
13  Game Development / Performance Tuning / Re: Speed with Java2D and full viewport Applet. on: 2009-11-08 12:05:08

It works on my Desktop computer, but it is good to know that people have different kind of computers Smiley

What kind of computer you have ?? do you have onboard graphics card ?? Intel GMA950 maybe ??

What Java JRE you have ?? IcedTea ?? OpenJRE ?? SUNJAVA ??




Normal Sun Java
Java Plug-in 1.6.0_17
Using JRE version 1.6.0_17-b04 Java HotSpot(TM) Client VM
Firefox 3.5.5
Windows XP
Geforce 8800

The page just goes yellow!
14  Discussions / Business and Project Management Discussions / Re: Will the Java Platform Create The World's Largest App Store? on: 2009-11-04 19:42:11
Response Code: 403
Response Message: Service only open to limited countries, IP address is not allowed.
Response: Error: 403 - Service only open to limited countries, IP address is not allowed.

I see a ton of rendering artifacts.
15  Game Development / Performance Tuning / Re: Speed with Java2D and full viewport Applet. on: 2009-10-31 19:08:25
Applet -> Init ()
Applet -> Start ()
Applet -> Run ()
Exception in thread "Thread-10" java.lang.IllegalArgumentException: Width (0) and height (0) cannot be <= 0
   at java.awt.image.DirectColorModel.createCompatibleWritableRaster(Unknown Source)
   at sun.awt.image.SunVolatileImage.getBackupImage(Unknown Source)
   at sun.awt.image.VolatileSurfaceManager.getBackupSurface(Unknown Source)
   at sun.awt.image.VolatileSurfaceManager.restoreContents(Unknown Source)
   at sun.java2d.SurfaceData.restoreContents(Unknown Source)
   at sun.java2d.opengl.WGLSurfaceData$WGLOffScreenSurfaceData.getReplacement(Unknown Source)
   at sun.java2d.SunGraphics2D.revalidateAll(Unknown Source)
   at sun.java2d.SunGraphics2D.getCompClip(Unknown Source)
   at sun.java2d.pipe.DrawImage.renderImageXform(Unknown Source)
   at sun.java2d.opengl.OGLDrawImage.renderImageXform(Unknown Source)
   at sun.java2d.pipe.DrawImage.transformImage(Unknown Source)
   at sun.java2d.pipe.DrawImage.scaleImage(Unknown Source)
   at sun.java2d.pipe.DrawImage.scaleImage(Unknown Source)
   at sun.java2d.pipe.ValidatePipe.scaleImage(Unknown Source)
   at sun.java2d.SunGraphics2D.drawImage(Unknown Source)
   at sun.java2d.SunGraphics2D.drawImage(Unknown Source)
   at a.a.a(Unknown Source)
   at Source)
   at Source)
Applet -> Stop ()
16  Java Game APIs & Engines / JOGL Development / Re: How add a mouse listener on OpenGL primitives? on: 2009-09-20 15:31:12
so you may want to use something like this (color coded picking) :
17  Java Game APIs & Engines / JOGL Development / Re: NEWT widgets on: 2009-09-18 10:55:17
How would you mix them whereas com.sun.javafx.newt.opengl.GLWindow is neither an AWT component, nor a Swing component?

AWT JNLP Applet's using NEWT/AWT:
18  Games Center / Archived Projects / Re: Inverse Polarity on: 2009-09-16 23:10:03
Nice little game which has an overall polished feel.

It will be nice to see how it develops  Wink
19  Java Game APIs & Engines / JOGL Development / Re: glVertex3fv() and two dimensinal array parameter? on: 2009-07-13 15:37:06
Thanks! Got it working now.

The C function:

Why doesn´t it take a second parameter as the Java method since Java and C use the same OpenGL API?

I don't exactly know but I think it's because of differences between how arrays/pointers/memory management work in C and Java.

&myFloats[4] essentially "points" (or "refrences") to the fifth element of the array myFloats

To do the pointing in Java you need to specify the second argument p=4 (gl.glVertex3fv(myFloats, p))
20  Java Game APIs & Engines / JOGL Development / Re: glVertex3fv() and two dimensinal array parameter? on: 2009-07-13 14:44:06
but glVertex3fv does not take just one element of a float array, it has to take the whole array.

Yes, the first argument of GL.glVertex3fv is an array of floats. One element of vdata is an array of floats because vdata is an array of (array of floats).

boolean test = Arrays.equals(vdata[ tindices[0][0] ], new float[]{-X, 0.0f, Z}) is true
21  Java Game APIs & Engines / JOGL Development / Re: glVertex3fv() and two dimensinal array parameter? on: 2009-07-13 14:14:28
GL.glVertex3fv expects two arguments:

gl.glVertex3fv(myFloats, p);

1. A one dimentional array of float myFloats and
2. An index p to specify that the xyz coordinates you want to use are myFloats[p], myFloats[p+1] and myFloats[p+2]

In your case myFloats is one element of vdata, and p is always 0.

Imagine that the one element of vdata is vdata[tindices[0][0]], then the xyz coordinates we want are vdata[tindices[0][0]][0], vdata[tindices[0][0]][0+1] and vdata[tindices[0][0]][0+2].


for (i = 0; i < 20; i++) {    
   /* color information here */
   gl.glVertex3fv(vdata[ tindices[i][0] ], 0);
   gl.glVertex3fv(vdata[ tindices[i][1] ], 0);
   gl.glVertex3fv(vdata[ tindices[i][2] ], 0);

should work

(Note: Multidimentional arrays work differently in Java and C. Basically Java doesn't have multidimentional arrays but it does have "arrays of arrays")
22  Games Center / Archived Projects / Re: Galactic Commander on: 2009-06-08 00:13:11
Cool looking art but unfortunately...


2 Unable to load resource:
   at Source)

23  Java Game APIs & Engines / Java 3D / Re: Clipping problem in Java3D on: 2009-06-07 11:23:05
your link doesnt work  Grin
24  Java Game APIs & Engines / JOGL Development / Re: JOGL2 status on: 2009-06-05 09:29:40
Is there 64bit windows support? (Windows7)
25  Discussions / Business and Project Management Discussions / Re: Will the Java Platform Create The World's Largest App Store? on: 2009-06-02 21:54:01
At the end of the blog:
Super boring

What's in the Java Store?
The early version of the Java Store includes a sampling of social software applications and games.

Nice Grin
I just wish it was available to the UK now.
26  Discussions / General Discussions / Re: What does the average user have, as in graphical power? on: 2009-05-31 22:14:36
steam has a nice collection of stats of current hardware
but remember that everyone who uses steam plays games on their pc and so are likely to have newer hardware
27  Game Development / Newbie & Debugging Questions / Re: Starting out with Java2D/AWT on: 2009-05-30 16:47:37
Imagine you have two threads:
1) AWT Thread (which deals with mouse and key events) and
2) Main Thread.

And imagine that this is what happens when you run your program:

Main Thread: new Example().mainLoop();
Main Thread: mainLoop();
Main Thread: while( !keys[KevEvent.VK_ESCAPE] ) { ... }; // keys[KevEvent.VK_ESCAPE] is false, so continue looping.
Main Thread: while( !keys[KevEvent.VK_ESCAPE] ) { ... }; // keys[KevEvent.VK_ESCAPE] is false, so continue looping.
Main Thread: while( !keys[KevEvent.VK_ESCAPE] ) { ... }; // keys[KevEvent.VK_ESCAPE] is false, so continue looping.

Now imagine that the escape key is pressed:
AWT Thread: processKeyEvent(KeyEvent e) -> e.getID() is KeyEvent.KEY_PRESSED -> keys[KevEvent.VK_ESCAPE] is now true.
AWT Thread: processKeyEvent(KeyEvent e) -> e.getID() is KeyEvent.KEY_RELEASED -> keys[KevEvent.VK_ESCAPE] is now false.

Main Thread: while( !keys[KevEvent.VK_ESCAPE] ) { ... }; // keys[KevEvent.VK_ESCAPE] is false, so continue looping.
Main Thread: while( !keys[KevEvent.VK_ESCAPE] ) { ... }; // keys[KevEvent.VK_ESCAPE] is false, so continue looping.
Main Thread: while( !keys[KevEvent.VK_ESCAPE] ) { ... }; // keys[KevEvent.VK_ESCAPE] is false, so continue looping.

Basically I am saying the code you have might have unpredictable results due to threading issues.

After a KEY_PRESSED event, IF mainLoop() is not called before the subsequent KEY_RELEASED event then mainLoop() will never see keys[KevEvent.VK_ESCAPE] as true.
28  Games Center / Archived Projects / Re: DemolitionFX on: 2009-05-26 20:43:09
Before I entered the thread I saw its title, "DemolitionFX", and though "Cool hopefully it's a game built with JavaFX, I have been wanting to see what a good JavaFX game looks/ feels like."

To my delight it was a JavaFX based game! Cheesy

- Interesting gameplay.
- Overall the presentation is very good except for my critisisms below. The Level Summary screen is very well presented (Good font and colour use).
- The use of physics in the game is very cool.
- Good use of sound effects.

- My biggest critisism would definately be that many of the graphics seem streached and as a result have bad artifacts on them. For example: The Monkey, Lazer and Screaming Baby images in the Tools. Even the fonts sometimes look streched to me.
- I don't like the look of the blue Tool buttons - the use of gradients and highlights looks bad in my opinion, although it's probably better than a pain blue button.

Bad due to JavaFX (Maybe):
- Frame rates don't look very smooth. Example: Tools sliding in or a building falling.
- Doesn't feel responsive. Sometimes mouse clicks don't seem to register.

I may post more as I play the game more.

Overall definately well done on this project!
29  Games Center / Featured Games / Re: Rescue Squad 2! on: 2009-05-25 10:54:22
java.lang.UnsatisfiedLinkError: C:\Users\K\AppData\LocalLow\Sun\Java\Deployment\cache\6.0\56\1dbb04b8-62570754-n\lwjgl.dll: Can't load IA 32-bit .dll on a AMD 64-bit platform

Need 64bit (windows) support!

If you swtich to lwjgl-2.2.0, that should fix it.

BTW - do you have any specific objection to using "<extension name="lwjgl" href=""/>" in your JNLP? Maybe you want it to keep using the version of LWJGL you developed in?
30  Games Center / Showcase / Re: Bunny Press - A game made in 48 hours on: 2009-04-20 13:19:29

Really cute art and animations.

There were times when I thought "I wish there wasn't a minimum time between each bunny crush - I have failed it and it's taking too long to kill them all"

I guess a way to invoke a restart would fix that.

Very win.
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