Java-Gaming.org    
Featured games (79)
games approved by the League of Dukes
Games in Showcase (477)
Games in Android Showcase (107)
games submitted by our members
Games in WIP (535)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1]
1  Game Development / Game Mechanics / Re: Java port of Bullet Physics Library on: 2010-11-19 02:49:16
You can put descriptions on asserts too if you want to keep the "no runtime cost without -ea" feature.

for instance :
assert false : "the vm shouldn't get here";

i30817,

There is no runtime cost associated with throwing a normal exception in this case because the user is never supposed to invoke this method. An assert is simply not appropriate in this case.
2  Game Development / Game Mechanics / Re: Java port of Bullet Physics Library on: 2010-10-27 00:46:31
TriangleMeshShape is only for static geometry, use GImpactMeshShape instead.

jezek2,

Please throw a descriptive exception instead of assert(false). For example:

throw new UnsupportedOperationException("TriangleMeshShape is only for static geometry, use GImpactMeshShape instead");

Gili
3  Game Development / Game Mechanics / Re: Java port of Bullet Physics Library on: 2010-10-26 17:23:29
Hi Jezek2,

Why does TriangleMeshShape.calculateLocalInertia() contain
1  
assert (false);
? Are we never supposed to invoke this method? Smiley

Thanks,
Gili
4  Game Development / Shared Code / Re: PureSwing on: 2009-11-17 19:07:05
Thanks for feedback, can you elaborate more on why the resulting implementation is a no-no for you?

For example, I am told that the code will throw some magical exception that I may not catch or it will break continuations. The whole concept of continuations twisted the accepted workings of Threads. It's a non-standard concept as you pointed out.

The other way would be to have modal dialogs non-blocking and you would have to register to some event (which happens under the hood with continations usage). This would make the handlers using modal dialogs very fragmented IMHO.

I suggest introducing the usage of Future and CompletionHandler instead. This will allow users to write sequential use-cases as you described without the kind of "magic" introduced by continuations. For code:

1  
2  
3  
4  
5  
Future<?> f = fireSwingEvent();
f.get();
f = fireAnotherSwingEvent();
f.get();
// etc


This is essentially what you're doing with continuations but it's a lot more explicit and is still quite readable.

Gili
5  Game Development / Shared Code / Re: PureSwing on: 2009-11-12 02:17:25
Looks nice, except for the use continuations. I suspect most of you probably disagree, but I am uncomfortable with the concept. I love the readability advantages of of continuations but the resulting implementation is a no-no in my books. Anyway, just my 2 cents.
6  Game Development / Game Play & Game Design / Re: Which Engine should I use? on: 2009-02-27 01:20:13
Matzon,

JMonkeyEngine: http://www.jmonkeyengine.com/jmeforum/index.php?topic=9247.msg71503#msg71503
\-> "Official developer activity has been incredibly low. Also, there is no clear, cohesive future direction for the technology."

Xith3D
\-> No commercial support, decent API (but not great), and I have seen some documentation holes in the Javadoc.

Ardor3D
\-> Looks very promising but seems to be immature at this point.

Please excuse my pessimism. Both JME and Xith3d are excellent engines, I'm just pointing out the problems I've found with them. Are there any other engines I should take a look at?

Thanks,
Gili

javamonkeyengine (jme)
xith3d

less mature but uses some jme code: ardor3d
7  Game Development / Game Play & Game Design / Which Engine should I use? on: 2009-02-26 20:23:48
Hi,

I'm looking for a 3D Java gaming engine that has the following features:

- Portable across Windows and Linux
- Clean API and solid documentation
- Mature (3+ years old)
- Active community
- License allows commercial use
- (Optional) Commercial support is available
- Decent performance (our environment is 2.5D... it is rather simple)

I look forward to your suggestions.

Thank you,
Gili
8  Java Game APIs & Engines / Xith3D Forums / Xith3D mentioned on Java.net on: 2006-02-20 18:53:34
http://forums.java.net/jive/thread.jspa?messageID=84243&tstart=0#84243
9  Java Game APIs & Engines / Xith3D Forums / Re: Xith3d needs a formal schedule! on: 2004-12-17 15:25:18
The issue, as far as I see it, has absolutely nothing to do with how long it takes to implement a feature. What I am saying is that we should have a schedule for what will happen in each version release. We don't actually need to estimate *when* that release will come out, but at least we will prioritize what to do in each release and work toward a common goal.

Gili
10  Java Game APIs & Engines / Xith3D Forums / Xith3d needs a formal schedule! on: 2004-12-17 01:51:20
Guys....

All mature open-source Java libraries I've seen to date had one noticable thing: a schedule!

I believe that Xith3d is floating in limbo because we have no public schedule as to where we stand today, when we plan on releasing the next 2-3 releases and what elements are scheduled for each release.

Without a schedule you cannot prioritize. And without priotization, you will get nowhere fast... like has been the case for the past few months.

Just my 2 cents...

Gili
11  Java Game APIs & Engines / Xith3D Forums / Re: Using Java 1.5 stuff on: 2004-10-11 14:23:03
Hey guys,

This is a nonsense discussion. We can upgrade the codebase to JDK 1.5 immediately and use RetroWeaver (http://retroweaver.sourceforge.net/) to convert the classes to JDK 1.4 for Mac and other operating systems.
12  Java Game APIs & Engines / Xith3D Forums / Re: Is Xith3D missing any OpenGL/DirectX features? on: 2004-03-26 00:15:54
Hi William,

   So you're saying that Xith3D is ready for production (commercial games -- all major features implemented)? For the minor features which are missing you're saying I can call OpenGL directly and its output will integrate seamlessly with the Xith3D output. Is my understanding correct?

Thank you,
Gili
13  Java Game APIs & Engines / Xith3D Forums / Is Xith3D missing any OpenGL/DirectX features? on: 2004-03-25 20:22:12
Hi,

    Before I try using Xith3D for production usage, is it missing any features that OpenGL/DirectX have? Are there any known issues with it at this time?

     As well, what is the portability of Xith3D? Has it been ported to any gaming consoles like PS2?

Thank you,
Gili Tzabari
Pages: [1]
 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

Riven (6 views)
2014-07-29 12:53:52

Dwinin (7 views)
2014-07-29 10:59:34

E.R. Fleming (21 views)
2014-07-29 03:07:13

E.R. Fleming (8 views)
2014-07-29 03:06:25

pw (39 views)
2014-07-24 01:59:36

Riven (39 views)
2014-07-23 21:16:32

Riven (26 views)
2014-07-23 21:07:15

Riven (28 views)
2014-07-23 20:56:16

ctomni231 (59 views)
2014-07-18 06:55:21

Zero Volt (51 views)
2014-07-17 23:47:54
HotSpot Options
by dleskov
2014-07-08 03:59:08

Java and Game Development Tutorials
by SwordsMiner
2014-06-14 00:58:24

Java and Game Development Tutorials
by SwordsMiner
2014-06-14 00:47:22

How do I start Java Game Development?
by ra4king
2014-05-17 11:13:37

HotSpot Options
by Roquen
2014-05-15 09:59:54

HotSpot Options
by Roquen
2014-05-06 15:03:10

Escape Analysis
by Roquen
2014-04-29 22:16:43

Experimental Toys
by Roquen
2014-04-28 13:24:22
java-gaming.org 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‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!