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1  Java Game APIs & Engines / JOGL Development / Re: Java2D/JOGL Interoperability Demo on: 2008-11-26 21:21:03
I've just updated to the latest NVidia drivers again with no luck.  I've isolated the problem to the combination of:

-Dsun.java2d.noddraw=true
-Dsun.java2d.opengl=True

Without the first one, I get no rendering (as expected).  Without the second the rendering is slow as the Java2D/JOGL pipeline is disabled.  With both, I get horrible flickering, between my image and black.

Any suggestions?

Chris
2  Java Game APIs & Engines / JOGL Development / Re: Java2D/JOGL Interoperability Demo on: 2008-10-30 21:46:38
Hello,

I've recently started having problems, and unfortunately I cannot track down the source of the problem. 

I'm using JOGL 1.1.1 (but I also tried 1.1.0) and NVidia drivers 178.24 (the latest) on a GeForce 8800 GTX card, and I'm unable to run applications which use a GLJPanel and the Java2D/OpenGL bridge.  If I do not specify -Dsun.java2d.opengl=true it works ok but with a slow framerate.  With the pipeline enabled, I'm seeing that either the Java2D elements are not rendered correctly (the JGears bottom bar with the JCheckBox is just black), or the OpenGL context flickers horribly (this happens with Chris Campbell's BezierAnim3D demo).  I'm using JDK 1.6.0 u 10.  I've tried downgrading JOGL, my video driver, and the JDK to no avail.  For now I have to run without the pipeline enabled, which is painfully slow.

I've also tried:
-Dsun.java2d.noddraw=true
-Dsun.awt.noerasebackground=true
-Dsun.java2d.opengl.fbobject=false

and I've tried to change gl.setSwapInterval(0) but that was a silly thing to try because that only affects GLCanvas, I think.

Anyone else experiencing flickering or Swing components not painting properly?

Thanks,

Chris
3  Java Game APIs & Engines / JOGL Development / Re: Render Quality with and without pipeline enabled on: 2008-03-18 23:55:22
I'm also able to reproduce this.  To get better rendering I enabled multisampling by setting the following capabilities:

capabilities.setSampleBuffers(true);
capabilities.setNumSamples(Cool;

and enabling multisampling:

gl.glEnable(GL.GL_MULTISAMPLE);

Looks great (no jagged edges) on a GLCanvas, but on a GLJPanel it looks the same with or without these capabilities set.

Chris
4  Java Game APIs & Engines / JOGL Development / Re: NVidia drivers on: 2008-03-14 04:00:10
when i mix swing components and a GLCanvas

GLCanvas is heavyweight and most Swing components are lightweight... don't you need GLJPanel to mix these?
5  Java Game APIs & Engines / JOGL Development / Re: NVidia drivers on: 2008-03-03 22:08:55
Seems I spoke too soon!  Windows update just pushed a driver update on me (published Feb 29), driver version 7.15.11.7431 dated 22/02/2008.  Note this update was marked "option" and not included by default in Windows update.  The new driver solved the issue with fbobject on the Quadrio NVS 140m.
6  Java Game APIs & Engines / JOGL Development / Re: NVidia drivers on: 2008-03-03 20:44:28
I want to echo that I have the same problem still, with a Lenovo IBM Thinkpad T61 and NVidia Quadro NVS 140M.  When I don't use -Dsun.java2d.opengl.fbobject=false I get a driver crash and restart when running anything with Java2D interoperability enabled, like the JGears demo. 

I have driver version 7.15.11.5685 from 10/12/2007 which appears to be the latest one.

Chris
7  Java Game APIs & Engines / JOGL Development / Re: GL_OUT_OF_MEMORY at random times on: 2007-11-21 03:29:14
Thanks for the link to the code -- I took a look at that site and code (thanks for Canadian French education!) and I'm a bit confused.  It looks like your system manages regular memory -- isn't GL_OUT_OF_MEMORY an error of out of graphics memory?

As I mentioned to Ken, the actual memory usage doesn't seem to spike before the error occurs.

Chris
8  Java Game APIs & Engines / JOGL Development / Re: GL_OUT_OF_MEMORY at random times on: 2007-11-20 19:06:17
Hi, thanks for your reply.

I was running it with the following options:

-Dsun.java2d.opengl=True
-Dsun.java2d.noddraw=true
-Djogl.debug.Java2D
-Djogl.debug.GLJPanel

I just checked it and there is no spike in memory usage -- it's constant around 188MB throughout usage and after the exception is first thrown.  It's quite large because I'm doing data visualization and I need a lot of memory for the data, but it shouldn't be a problem because I'm using -Xmx1024m.

If I'm using the same TextureRenderer everytime, I think it tex.bind() should overwrite the texture in graphics memory, right?  I shouldn't be running out of graphics memory.

Tried it without the first two above options, framerate was 1/10 original, and it still crashed after a while, with the following trace:

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java.lang.reflect.InvocationTargetException
   at java.awt.EventQueue.invokeAndWait(EventQueue.java:997)
   at javax.swing.SwingUtilities.invokeAndWait(SwingUtilities.java:1323)
   at com.sun.opengl.util.Animator.display(Animator.java:158)
   at com.sun.opengl.util.Animator$MainLoop.run(Animator.java:181)
   at java.lang.Thread.run(Thread.java:619)
Caused by: javax.media.opengl.GLException: Error making context current: 6
   at com.sun.opengl.impl.windows.WindowsGLContext.makeCurrentImpl(WindowsGLContext.java:169)
   at com.sun.opengl.impl.windows.WindowsPbufferGLContext.makeCurrentImpl(WindowsPbufferGLContext.java:102)
   at com.sun.opengl.impl.GLContextImpl.makeCurrent(GLContextImpl.java:134)
   at com.sun.opengl.impl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:182)
   at com.sun.opengl.impl.GLPbufferImpl.maybeDoSingleThreadedWorkaround(GLPbufferImpl.java:208)
   at com.sun.opengl.impl.GLPbufferImpl.display(GLPbufferImpl.java:88)
   at javax.media.opengl.GLJPanel.paintComponent(GLJPanel.java:638)
   at prefuse3D.Display3D.paintComponent(Display3D.java:713)
   at javax.swing.JComponent.paint(JComponent.java:1027)
   at javax.swing.JComponent.paintToOffscreen(JComponent.java:5122)
   at javax.swing.BufferStrategyPaintManager.paint(BufferStrategyPaintManager.java:285)
   at javax.swing.RepaintManager.paint(RepaintManager.java:1128)
   at javax.swing.JComponent._paintImmediately(JComponent.java:5070)
   at javax.swing.JComponent.paintImmediately(JComponent.java:4880)
   at javax.swing.RepaintManager.paintDirtyRegions(RepaintManager.java:723)
   at javax.swing.RepaintManager.paintDirtyRegions(RepaintManager.java:679)
   at com.sun.opengl.util.Animator$1.run(Animator.java:302)
   at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:199)
   at java.awt.EventQueue.dispatchEvent(EventQueue.java:597)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:273)
   at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:183)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:173)
   at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:168)
   at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:160)
   at java.awt.EventDispatchThread.run(EventDispatchThread.java:121)


To make it crash I've been doing a lot of interaction to force many updates of the texture (the texture is a Java 2D graphic that is interactive).  I tried running it a while just changing the camera angle but not reloading textures, and it didn't crash. 

I'll keep looking for the problem.

Chris
9  Java Game APIs & Engines / JOGL Development / Re: GL_OUT_OF_MEMORY at random times on: 2007-11-20 03:24:50
Thanks for taking a look at this -- I am calling g2d.dispose() in the texture update routine ("updateAnimRenderer").  I'm not sure about the use of ensureTexture() -- this is part of the stack that is called directly by J2D/JOGL bridge code.

Chris
10  Java Game APIs & Engines / JOGL Development / Re: GL_OUT_OF_MEMORY at random times on: 2007-11-19 01:55:50
Sorry, I should add that I'm using JOGL 1.1.0 and I have an NVIDIA GeForce 8800 GTX with the latest drivers, running under Vista. 

Also, in subsequent rendering routines after the initial error, the following trace is generated.  Actually, sometimes this is the initial error:

exception in QueueFlusher:
javax.media.opengl.GLException: glGetError() returned the following error codes after a call to glTexImage2D(): GL_OUT_OF_MEMORY
   at javax.media.opengl.DebugGL.checkGLGetError(DebugGL.java:12715)
   at javax.media.opengl.DebugGL.glTexImage2D(DebugGL.java:9034)
   at com.sun.opengl.util.texture.Texture.updateImage(Texture.java:520)
   at com.sun.opengl.util.texture.Texture.updateImage(Texture.java:358)
   at com.sun.opengl.util.texture.Texture.<init>(Texture.java:159)
   at com.sun.opengl.util.texture.TextureIO.newTexture(TextureIO.java:446)
   at com.sun.opengl.util.j2d.TextureRenderer.ensureTexture(TextureRenderer.java:676)
   at com.sun.opengl.util.j2d.TextureRenderer.sync(TextureRenderer.java:652)
   at com.sun.opengl.util.j2d.TextureRenderer.getTexture(TextureRenderer.java:293)
   at prefuse3D.LayoutPlane.displayPrefuseRenderer(LayoutPlane.java:1304)
   at prefuse3D.LayoutPlane.display(LayoutPlane.java:1510)
   at prefuse3D.Display3D.render(Display3D.java:2114)
   at prefuse3D.Display3D.display(Display3D.java:1832)
   at com.sun.opengl.impl.GLDrawableHelper.display(GLDrawableHelper.java:78)
   at javax.media.opengl.GLJPanel$Updater.display(GLJPanel.java:1046)
   at javax.media.opengl.GLJPanel$DisplayAction.run(GLJPanel.java:1203)
   at com.sun.opengl.impl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:194)
   at javax.media.opengl.GLJPanel$2.run(GLJPanel.java:629)
   at sun.java2d.opengl.OGLRenderQueue$QueueFlusher.run(OGLRenderQueue.java:203)

Chris
11  Java Game APIs & Engines / JOGL Development / GL_OUT_OF_MEMORY at random times on: 2007-11-19 01:51:34
Hello,

I have a program which paints 2 textures (800x600) onto 2D rectangles in 3D space.  Each texture is rendered with a TextureRenderer using Chris Cambell's method from the BezierAnim3D demo.  However, sometimes it crashes after using it for a few minutes (I can't reproduce it reliably) with the following trace:

exception in QueueFlusher:
javax.media.opengl.GLException: glGetError() returned the following error codes after a call to glEnd(): GL_OUT_OF_MEMORY
   at javax.media.opengl.DebugGL.checkGLGetError(DebugGL.java:12715)
   at javax.media.opengl.DebugGL.glEnd(DebugGL.java:1929)
   at prefuse3D.LayoutPlane.displayPrefuseRenderer(LayoutPlane.java:1349)
   at prefuse3D.LayoutPlane.display(LayoutPlane.java:1510)
   at prefuse3D.Display3D.render(Display3D.java:2114)
   at prefuse3D.Display3D.display(Display3D.java:1832)
   at com.sun.opengl.impl.GLDrawableHelper.display(GLDrawableHelper.java:78)
   at javax.media.opengl.GLJPanel$Updater.display(GLJPanel.java:1046)
   at javax.media.opengl.GLJPanel$DisplayAction.run(GLJPanel.java:1203)
   at com.sun.opengl.impl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:194)
   at javax.media.opengl.GLJPanel$2.run(GLJPanel.java:629)
   at sun.java2d.opengl.OGLRenderQueue$QueueFlusher.run(OGLRenderQueue.java:203)

I tried to use texture.getEstimatedMemorySize() and it is 6380660 and constant throughout.  The rendering code follows.  Any suggestions would be appreciated! 

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private void displayPrefuseRenderer(GL gl) {
        // Draw to the animRenderer's texture using Java 2D
       gl.glBlendFunc( GL.GL_ONE, GL.GL_ONE_MINUS_SRC_ALPHA);
       
        // Draw from the animRenderer's texture using JOGL
        if (repaint) {
           updateAnimRenderer();
           tex = prefuseRenderer.getTexture();
           repaint = false;
        }
       
        // constant getTexture() doesn't slow it down, redraw (update) texture does
       
        TextureCoords tc = tex.getImageTexCoords();
        float tx1 = tc.left();
        float ty1 = tc.top();
        float tx2 = tc.right();
        float ty2 = tc.bottom();

        // Use the GL_MODULATE texture function to effectively multiply
        // each pixel in the texture by the current alpha value
        gl.glTexEnvi(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_MODULATE);

        double x = -bounds.getWidth()/2;
        double y = -bounds.getHeight()/2;
        double w = bounds.getWidth();
        double h = bounds.getHeight();

        tex.bind();
        tex.enable();
       
        // draw at an offset equivalent to the plane's fill offset
        gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL);
       gl.glEnable(GL.GL_POLYGON_OFFSET_FILL);
       gl.glPolygonOffset(2f, 2f);

        gl.glBegin(GL.GL_QUADS);
        // Render image
        float a = 255;
        gl.glColor4f(a, a, a, a);
                gl.glTexCoord2f(tx1, ty1); gl.glVertex3d(x  , y+h, 0f);
           gl.glTexCoord2f(tx2, ty1); gl.glVertex3d(x+w, y+h, 0f);
           gl.glTexCoord2f(tx2, ty2); gl.glVertex3d(x+w, y  , 0f);
           gl.glTexCoord2f(tx1, ty2); gl.glVertex3d(x  , y  , 0f);
        gl.glEnd(); [b]<- this is line 1349 from the stack trace[/b]
        tex.disable();
        gl.glBlendFunc( GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA );
}

private void initPrefuseRenderer() {
        // Create the BezierAnim renderer
        prefuseRenderer = new TextureRenderer((int)getWidth(),(int)getHeight(), true);
}

private void updateAnimRenderer() {
        Graphics2D g2d = prefuseRenderer.createGraphics();
        paintDisplay(g2d, getBounds().getSize());
        g2d.dispose();
        prefuseRenderer.markDirty(0, 0, (int)getWidth(), (int)getHeight());
}
12  Java Game APIs & Engines / JOGL Development / jogl.debug.java2d on: 2007-10-26 01:47:03
Hello,

Can someone explain the purpose of the option -Djogl.debug.java2d ?  Does it just provide more verbose output on the JOGL/Java2D bridge?

Thanks,

Chris
13  Java Game APIs & Engines / JOGL Development / Re: Negative values in selectbuffer on: 2007-03-05 22:25:31
I just encountered this same problem -- it would be great if the picking example in the Jogl demos.misc package was updated to reflect this conversion.

Chris
14  Java Game APIs & Engines / JOGL Development / Re: Java2D/JOGL Interoperability Demo on: 2007-03-03 19:23:26
Ken -- thanks so much!  That worked like a charm... full screen FPS now > 300.

Chris 
15  Java Game APIs & Engines / JOGL Development / Re: Java2D/JOGL Interoperability Demo on: 2007-03-02 23:48:18
I should also add I've tried the newest nightly build of JOGL as well as the most recent release.

Chris
16  Java Game APIs & Engines / JOGL Development / Re: Java2D/JOGL Interoperability Demo on: 2007-03-02 23:46:34
Hi,

Thanks for your attention to my question -- your response helped me get a better graphics card for my machine.  So, now I have an NVidia GEForce 7900 and I'm having a different problem.

I have installed the newest driver 93.71 and I've also tried 93.47 and 93.81 beta with the same result. 

When I run JGears demo I get an exception in nvoglnt.dll -- only if I enable -Dsun.java2d.opengl=true.  I'm not getting any more debugging output than that.  Obviously this is an NVidia driver file problem, but if anyone has any suggestion about what to do, I'd appreciate it.  I checked the NVidia support page, and they basically insist you contact the manufacturer (Dell, in my case) which is ridiculous.  I will email them too, but I bet they will claim it's a JOGL/Java2d interoperability problem.

If I don't enable JOGL/Java2d interoperability, it doesn't crash, but slows to a crawl when I enlarge the window.

Oh, and I enable -Dsun.java2d.noddraw=true in all cases.

The other demos, which don't use GLJPanel, appear to work without any problems.

Does anyone also have this problem?  Any advice on how I should proceed?  Right now I'm thinking I'll just have to use a GLCanvas, but I was really wanted a lightweight component.

Christopher
17  Java Game APIs & Engines / JOGL Development / Re: Java2D/JOGL Interoperability Demo on: 2007-02-12 05:11:37
Hello,

I'm trying to run the JGears demo on a Radeon 7000 with the latest drivers and JDK 6.  I have 2 monitors connected, but the window is running on only one.  I'm using these arguments:

-Dsun.java2d.opengl=true
-Djogl.debug.Java2D
-Djogl.debug.GLJPanel

The debugging output follows.  At the start, the frame rate is good (around 60) and it decreases as I increase the window size.  But, if I make the window wider than about 1024, the gears disappear.  This is less than full screen (I'm running at 1280X1024).  The background still looks ok.  The frame rate drops to about 10 and my mouse pointer becomes jumpy.  I can make it full height no problem. 

I tried -Dsun.java2d.noddraw=true as well, but it didn't have any effect.

I can run Chris Campbell's Bezier3DAnim demo (the one that introduced this interoperability) and the other demos that don't use Java2d integration (i.e. Gears) at full screen without any problem.

Christopher

JOGL/Java2D integration enabled
Starting initialization of J2D FBO share context
Ending initialization of J2D FBO share context
GLJPanel.addNotify()
GLJPanel.handleReshape: (w,h) = (292,246)
Sending reshape because viewport changed
  viewportX (0) ?= oglViewport.x (0)
  viewportY (0) ?= oglViewport.y (24)
INIT GL IS: com.sun.opengl.impl.GLImpl
Chosen GLCapabilities: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 0, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0, Multisample: false ]
glViewport(0, 24, 292, 246)
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: RADEON 7000 DDR x86/SSE2
GL_VERSION: 1.3.1072 WinXP Release
GLJPanel.handleReshape: (w,h) = (292,247)
Sending reshape because surface changed
New surface = sun.java2d.opengl.WGLSurfaceData$WGLOffScreenSurfaceData@435a3a
Sending reshape because viewport changed
  viewportX (0) ?= oglViewport.x (0)
  viewportY (24) ?= oglViewport.y (289)
INIT GL IS: com.sun.opengl.impl.GLImpl
Chosen GLCapabilities: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 0, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0, Multisample: false ]
glViewport(0, 289, 292, 247)
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: RADEON 7000 DDR x86/SSE2
GL_VERSION: 1.3.1072 WinXP Release
GLJPanel.handleReshape: (w,h) = (961,742)
Sending reshape because surface changed
New surface = sun.java2d.opengl.WGLSurfaceData$WGLOffScreenSurfaceData@3b1f38
Sending reshape because viewport changed
  viewportX (0) ?= oglViewport.x (0)
  viewportY (289) ?= oglViewport.y (24)
INIT GL IS: com.sun.opengl.impl.GLImpl
Chosen GLCapabilities: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 0, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0, Multisample: false ]
glViewport(0, 24, 961, 742)
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: RADEON 7000 DDR x86/SSE2
GL_VERSION: 1.3.1072 WinXP Release
GLJPanel.handleReshape: (w,h) = (1008,742)
Sending reshape because surface changed
New surface = sun.java2d.opengl.WGLSurfaceData$WGLOffScreenSurfaceData@1f01a29
INIT GL IS: com.sun.opengl.impl.GLImpl
Chosen GLCapabilities: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 0, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0, Multisample: false ]
glViewport(0, 24, 1008, 742)
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: RADEON 7000 DDR x86/SSE2
GL_VERSION: 1.3.1072 WinXP Release
GLJPanel.handleReshape: (w,h) = (1011,742)
Sending reshape because surface changed
New surface = sun.java2d.opengl.WGLSurfaceData$WGLOffScreenSurfaceData@1dee400
INIT GL IS: com.sun.opengl.impl.GLImpl
Chosen GLCapabilities: GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: true, DepthBits: 24, StencilBits: 0, Red: 8, Green: 8, Blue: 8, Alpha: 0, Red Accum: 0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0, Multisample: false ]
glViewport(0, 24, 1011, 742)
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: RADEON 7000 DDR x86/SSE2
GL_VERSION: 1.3.1072 WinXP Release
GLJPanel.handleReshape: (w,h) = (1071,742)   <******* HERE IS WHERE IT STOPS DRAWING GEARS ******
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2014-07-31 16:29:50
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