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1  Java Game APIs & Engines / J2ME / Sony Ericsson Phones and their JSRs on: 2008-07-09 15:45:01

I came across this yesterday and thought it could help someone.

java platform versions and screen sizes 28 january 2008-1.pdf
2  Java Game APIs & Engines / J2ME / Sounds in midlets on: 2008-07-07 16:53:19

Are there any well-known gotchas when it comes to sounds in midlets?  I've added some simple, really short blips in and they play fine in the emulator, they're not playing on my phone.  I've a Sony Ericsson z310a.  The same app runs with sound on a friend's Nokia (not sure what model) but occasionally crashes.  From what he describes, it's at the point of sound playback.  I've confirmed volume levels are at 100.  So I'm wondering if it's my audio sample rates that are to blame.  I haven't read anything saying "must be 16bit mono" or the like.

I'm not doing anything particularly fancy with setup:
      paddleSound = Manager.createPlayer(getClass().getResourceAsStream("/paddle.wav"), "audio/wav");
    catch (Exception e)
      paddleSound = null;

And for playback:
      if (paddleSound != null)
        catch (MediaException ex)
3  Java Game APIs & Engines / J2ME / Re: Getting started - Hardware? on: 2008-04-09 16:49:44
Thanks for the great replies.  I think I'm going to be going with an AT&T GO phone.  It seems like the most cost-effective way to get a device for testing with.
4  Java Game APIs & Engines / J2ME / Re: Java gaming for beginner on: 2008-03-17 18:23:36
Here's a good start:
5  Java Game APIs & Engines / J2ME / Getting started - Hardware? on: 2008-03-16 16:26:20

I'm keen to start wriing some MIDP apps.  The simple stuff I've done so far works great in the SWT Emulator and I'm ready to try deploying to some real hardware.  But my phone company is Verizon Wireless and I've no option to change.  (For those of you who don't know, Verizon only does Brew, not Java)  No other phone company provides coverage in this area.

Can anyone recommend a handheld device?  I'm willing to buy another phone withou service if j2me will work without a SIM card.  I've also thought of getting a Pocket PC or PDA, but have never used one before and am not sure if that's more than I need.

6  Java Game APIs & Engines / Java 3D / Re: How import animations *.3ds wih Java3D? help me on: 2007-02-22 18:05:16
Whoops, I'm wrong.  John tells me he had planned to make it commercial, but never did.  He does animate his 3DS files in Pernica, tho.
7  Java Game APIs & Engines / Java 3D / Re: How import animations *.3ds wih Java3D? help me on: 2007-02-21 17:28:46
The Starfire Research Commercial version supports animations.  The free one does not.
8  Java Game APIs & Engines / Java Sound & OpenAL / Re: Crashing with Joal ... on: 2006-08-10 00:36:29
My guess is that you were crashing because you were using the copy of joal that came with the lesson.  There is a bug in this that was fixed in later versions of joal.  But, the api also changed, making the tutorial out of date.

To get the tutorial to work as-is, you need to place the joal.dll and joal.jar into your lib/ext directory.  Then you *MUST* remove all instances of those libraries from your classpath.  It should work then.

Migrating to the new API is pretty easy.  Mithel started some updated tutorials at  Grab the latest version of joal and try that.
9  Java Game APIs & Engines / Java Sound & OpenAL / Re: JOAL not working? Please try this. on: 2005-10-07 22:19:47
Getting JOAL to work for me has been less of a problem with the OpenAL libraries and more a problem with the location of joal.jar and joal.dll.  The only way I can get this to work is if I do as Caoimhin suggested and drop them into the lib/ext directory of my jre.

I've successfully got Lesson1 running now.  By installing the latest joal nightly build and droping them into the ext directory of the JRE I'm using, the application seems to run fine.

If I try any other configuration, I get errors in the native code.

I'm unable to use the ant target 'run', even with the files in the jre/lib/ext directory.  For lesson2, I copied the 'wavdata' subdir into the classes subdir and ran by hand (java LoopingAndFadeaway).
10  Java Game APIs & Engines / JOGL Development / JOGL vs. JSR 231, what does it mean to me? on: 2005-07-29 22:15:07

I'm about to start a new project, but I'm not sure how JSR 231 is going to affect future development.  I think I read that there would be some API changes?  What is the timeframe for expected release?  I'm hesitant to start coding in an API that's about be deprecated.  At the same time, I don't want to sit on my hands waiting for something.

I just wish Sun would focus on one project and stick with it.
11  Java Game APIs & Engines / Java Sound & OpenAL / Re: Latest binaries? on: 2005-06-08 16:07:40
I didn't think those were up to date.  The JoGL binaries are wrong and the timestamps are goofy.  May 17th 2004 2005?  Which year is it really?

12  Java Game APIs & Engines / Java Sound & OpenAL / Latest binaries? on: 2005-06-07 18:46:16
Where's the right spot to download the latest binaries for joal?
13  Java Game APIs & Engines / JOGL Development / Re: FPSAnimator etc. . . controlling CPU use on: 2005-01-03 15:34:06
I'd like to know the answer to this, too.  It seems like less work than setting up a timer like what I've seen in the FPSAnimator class.

I'd also like to know whether or not it's better to use sleep() or wait().
14  Java Game APIs & Engines / JOGL Development / Re: WebStart and Signed Jars on: 2004-12-20 18:36:53
Does this mean that these libraries are updated as new releases come out?  That concerns me a little since I may wish to control the version of jogl my app runs with.  This would be much in the same way one might wish to ensure a particular JRE.
15  Java Game APIs & Engines / JOGL Development / WebStart and Signed Jars on: 2004-12-20 16:19:48
What is the "right" way to use the jogl jars?  Should I be pointing off to Sun with this?

<extension href="" name="jogl"/>

Or should I be rebuilding the jars and signing them myself?

Does it really matter?
16  Java Game APIs & Engines / JOGL Development / Re: Animator object utilizes all CPU on: 2004-11-17 16:18:40
The Installable Client Driver (ICD) provides the hardware acceleration, not OpenGL itself.  OpenGL knows nothing about your hardware specifics, so it's up to the driver to do the work.

Add this into a test app:

System.out.println("OPENGL DRIVER INFORMATION");
System.out.println(" Version: " + gl.glGetString(GL.GL_VERSION));
System.out.println("Renderer: " + gl.glGetString(GL.GL_RENDERER));
System.out.println("  Vendor: " + gl.glGetString(GL.GL_VENDOR));

Under WinXP, if you get "Microsoft", you're getting the generic (non-accelerated) driver.  You want your card vendor's driver.

Another app that'll let you view the capabilities of your card is called PixelFormatEnumerator.  It will show you the different modes your card is capable of and in which modes you'll get acceleration.

Under *NIX, glxinfo will give you similar information.
17  Java Game APIs & Engines / JOGL Development / Re: Animator object utilizes all CPU on: 2004-11-17 15:32:56
Query your GL strings and see which renderer you're using.  If it comes up with Microsoft, you're not getting hardware acceleration.
18  Java Game APIs & Engines / JOGL Development / Re: JOGL on FreeBSD on: 2004-08-05 20:05:15
Did anyone ever release this?  Is jogl on FreeBSD possible?
19  Java Game APIs & Engines / Java 3D / Re: Determining if Java3D is installed from Applet on: 2003-02-24 13:10:12
No, that's also invoking the ClassLoader.  Applets are forbidden to do that.
20  Java Game APIs & Engines / Java 3D / Re: Determining if Java3D is installed from Applet on: 2003-02-23 21:21:40
Unfortunately, that doesn't work.  That code fragment is exactly what I was trying to do.  But it throws this exception:
java.lang.NoClassDefFoundError: javax/media/j3d/GraphicsConfigTemplate3D
      at java.lang.Class.getDeclaredConstructors0(Native Method)
      at java.lang.Class.privateGetDeclaredConstructors(
      at java.lang.Class.getConstructor0(
      at java.lang.Class.newInstance0(
      at java.lang.Class.newInstance(
      at sun.applet.AppletPanel.createApplet(
      at sun.plugin.AppletViewer.createApplet(
      at sun.applet.AppletPanel.runLoader(

As you can see from the stacktrace, there's no point in there when I'm actually in my applet.  This is all the applet loading framework.  It's trying to ensure all the classes are there before it starts the applet.

Another way I tried was to do this:
try {
catch (ClassNotFoundException e) {
  myApplet.textArea.append("Java3D does not appear to be installed!" + newline);

This won't work because of the sandbox.  I get an AccessControlException.

Finally, there are only a few system properties that can be read by the applet.  Again, this is due to security.  Sun talks about this at where there's a niftly applet that show's what you can get.

I may have to resort to several applets that load each extension I want to test for and say "Did that work?" on each one of them.  It's very cheesy and not as nice as a single applet that would give a single report.
21  Java Game APIs & Engines / Java 3D / Determining if Java3D is installed from Applet? on: 2003-02-21 18:48:16
Is this possible to do?  Over the last few days I've been trying to write an applet that will report the version of Java3D installed on the client's machine.  If Java3D is installed, everything works fine.

But I'm unable to gracefully handle the case where Java3D is not installed.  I've tried catching a ClassNotFoundException around creating a VirtualUniverse, but that doesn't work because I throw a ClassDefNotFound before I even enter my init() code.

I've tried dymanically loading the class, but that doesn't work due to the sandbox.
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