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1  Java Game APIs & Engines / JOGL Development / Re: JOGL Running Problems on: 2008-05-19 06:58:13
Hey,

Sorry been away from the office, it was a netbeans 5 project, but i completely removed everything relating to the NB5 project and just copied the shell from the simpleJOGL app because the initial one was just bombing out saying it couldnt find the libraries.

It loads up the window using the new project, but it just seems to bomb out after that, but after going through the code trying to debug it... it seems like some things are not being set... Although it just keeps spitting out the Unsatisfied Link Error, and im like 99.9999% sure this was working last time i was using it, and if i wasnt i would expect a different error other than Unsatisfied Link Error.

-Edit-

After doing some more debugging it appears that the reason some things are not being set is because there is a call to:

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cgcContext = CgGL.cgCreateContext();


This line here goes into GLDrawableHelper and runs the following code:

(GLDrawableHelper.java)
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} finally {
        try {
          if (res != GLContext.CONTEXT_NOT_CURRENT) {
            context.release();
          }
        } catch (Exception e) {
        }
        if (lastContext != null) {
          int res2 = lastContext.makeCurrent();
          if (res2 == GLContext.CONTEXT_CURRENT_NEW) {
            lastInitAction.run();
          }
        }
      }


Then it bombs out... if i remove the Cg initilisation from the program and just let it fall back on GL based rendering it works ok....

Has there been any major changes to Cg in JOGL over the past 6 months?
2  Java Game APIs & Engines / JOGL Development / JOGL Running Problems on: 2008-05-16 14:09:50
Hey,

I made an old project with JOGL in Netbeans 5 and left it in a working state.

I came to do some more on it today although i am now using Netbeans 6 and the latest JOGL feb build, and i was getting library errors with the jogl.jar file, so i thought ok screw it lets download the OpenGL packs for Netbeans 6. All went in fine and loaded up the JOGLCapsTableDemo and works fine...

So after a bit of messing around i just cleared EVERYTHING related to the project and made a new one from scratch with the source code, now it seems to be loading up but as soon as the window comes up it bombs out with the error:

Exception in thread "Thread-2" javax.media.opengl.GLException: java.lang.UnsatisfiedLinkError: C:\Documents and Settings\user\.netbeans\6.0\jogl-runtime\jogl.jar-natives-windows-i586\jogl_cg.dll: Can't find dependent libraries
 

Now that directory exists, and it all seems to be set up correctly, and i cant seem to debug it as i have 2 projects, one is a framework and the other uses the framework. Anyway i was wondering if anyone else has had problems when it comes to using the latest build of JOGL?

Let me know if you need any specific details, any advice would be great!
3  Java Game APIs & Engines / JOGL Development / Re: Demo-page for our diploma-thesis (swing-components with 3D extension) on: 2007-08-03 08:58:40
Looks interesting!

some of your spellings are a bit off in the page, but thats hardly a problem if its not a commercial venture...
4  Java Game APIs & Engines / JOGL Development / Re: Lighting + Materials in OpenGL on: 2007-08-03 08:25:57
I thought this may be the case, although i couldnt find anything that summed it up like you just did, so thanks for that!
5  Java Game APIs & Engines / JOGL Development / Re: Lighting + Materials in OpenGL on: 2007-08-02 13:12:57
Im not sure if this is cheating, but i set all my ambient to black and it seems to work perfectly... i still dont know exactly how me dropping ambient lighting to black stops it passing through... but it has...
6  Java Game APIs & Engines / JOGL Development / Re: Lighting + Materials in OpenGL on: 2007-08-02 08:51:43
The lights seem to work fine and exactly the way i expect when i set them, as i said with that light i manually wanted a small beam so you can see it lighting the back faces incorrectly. Well im presuming its incorrect anyway.

I will try what you said and see if anything else pops up, however ive messed with lots of lighting factors already and cant think of why its happening...
7  Java Game APIs & Engines / JOGL Development / Re: Lighting + Materials in OpenGL on: 2007-08-01 14:44:49
Ive been messing around a bit more and i thought i would post up a screenshot of the problem im having...



Ive put debug lights in so you can see the light positions in the scene. Only the red light is on (the left one) and you can see the line pointing out of it showing the direction of the light as well as its colour (red/orange)... I would expect this to hit the model on the left hand side, however i dont know why the right hand side is being lit too... Also if you notice the spot is only small on the left side but rather large on the right side, just like a cone light would do...

Im thinking its possibly because the light is basically infinate in a given direction, so i can understand if every front_face in X direction will get lit. However im unsure of how to stop this effect, would light attenuation help cause the light to fade from areas that are not in the lights initial path?

Any advice would be great, and if anyones confused only the yellow boxes in that screenshot are active lights, the red ones are not active...

Light Details:
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setAmbient(0.8f,0.0f,0.0f,1.0f);
setDiffuse(0.8f,0.5f,0.3f,1.0f);
setSpecular(1.0f,1.0f,1.0f,1.0f);
setPosition(0.0f,0.0f,30.0f);
setSpotlightDirection(0.0f,0.0f,-1.0f);
setCutoff(15.0f);
setExponent(10.0f);


Teapot Material Details:

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float[] fColours1 = {1.0f, 1.0f, 1.0f, 1.0f};
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, fColours1, 0);
gl.glMateriali(GL.GL_FRONT, GL.GL_SHININESS, 90);
       
float[] fColours2 = {1.0f, 1.0f, 1.0f, 1.0f};
gl.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT, fColours2, 0);
       
float[] fColours3 = {1.0f, 1.0f, 1.0f, 1.0f};
gl.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, fColours3, 0);


Also the screenshot is looking ALONG the X axis, as i had to move the camera round so you could see both sides that the light passes through!
8  Java Game APIs & Engines / JOGL Development / Re: Lighting + Materials in OpenGL on: 2007-08-01 08:31:13
Yep the way im setting things is when the update functions called it updates the camera, then pushes, sets the light then pops, then renders everything else. There are dark parts of the model, to the left and right where i think it falls out of the spotlights main beam.

However where the beam hits the model, its like it keeps on going and lights the models faces on the other side of the model, im generating the normals correctly to my knowledge as the lighting looks how it should, its just the face that it seems to go through the model rather than hitting it and bouncing off.

If you imagine holding a torch right in front of a teapot you would only see light on the front of the teapot, not the front and the back, as no light will get round to the back of it... thats the simplest way of describing it..
9  Java Game APIs & Engines / JOGL Development / Re: Lighting + Materials in OpenGL on: 2007-07-31 13:32:43
tried enabling LOCAL_VIEWER in the lightmode but didnt change anything... I think its only usefull for specular lighting, and in this case i dont think its specular thats the issue... thanks for the info though...
10  Java Game APIs & Engines / JOGL Development / Re: Lighting + Materials in OpenGL on: 2007-07-31 11:05:46
Ok got a much better understanding now, i thought that the light was set in stone until you called another GL_LIGHT_POSITION i didnt know it took on the matrix TRS factors.

Anyway got it all lit and things, but for some reason the its like the light is passing through my model...

Im using a teapot as you can see in the screenshots and its like the light hits the front section and illunminates roughly 40 faces, then when i rotate the model its like the back has 100 faces lit. Surely the back end would be blacked out as no light can reach the back of the model...

I havent set any transparency, face cullings on (CCW), only the GL_FRONT are being assigned with materials... there is no alpha being assigned anywhere so im a tad baffled as to why the light passes through the object opposed to hitting the front faces then not going anywhere. Oh im also using a spotlight about 50.0f away from the model facing it...
11  Java Game APIs & Engines / JOGL Development / Re: Lighting + Materials in OpenGL on: 2007-07-30 14:50:20
For 1.1 it is: http://www.opengl.org/documentation/red_book/ which covers most of the core OpenGL API.

cheers matey!

will give this a read through and post back if im still being an idiot...
12  Java Game APIs & Engines / JOGL Development / Re: Lighting + Materials in OpenGL on: 2007-07-30 14:34:08
Try reading the redbook and doing a quick port of the redbook lighting examples.  If they don't work, then there's something wrong with your drivers or card.  Also in their lighting section, they explain in detail how you have to give the lighting position to get proper and expected results.  That should fix your positioning problem for when the shading moves when the camera moves (if you don't set it up correctly, the light stays relative to the camera).

Aint got the redbook, im guessing its not a free to download document?

From what ive seen you only need to set the position when you create the camera, all the tutorials covering this seem to do that... is there any online resources you would recommend viewing? Ive got the OpenGL superbible 2nd edition but it doesnt seem to go any more indepth than most tutorials on the net...
13  Java Game APIs & Engines / JOGL Development / Re: Lighting + Materials in OpenGL on: 2007-07-30 11:05:39
Tried messing around with it and still not getting desired results...

one thing that does confuse me is when i move my camera round the model the light changes... its like if i turn left the light fades if i turn right it gets brighter, until a certain point...

Here are 2 shots i took, from me just moving the camera SLIGHTLY and the difference it makes...




The top image shows the main problem im facing, where it just looks like the object is saturated with colour or something. I cant see any shading in there even though shading is enabled as is lighting/normals etc... The bottom image shows the weird results im getting when moving around my scene. Just a small change can make the model white out...

OH the teapot is the main model im trying to light, the other 2 boxes with lines are a debug camera i put in so you can see the light, the direction i set up, so you can at least see where my light should be produced from...

I was expecting light to illuminate the faces on the front where the light is, and the back to be dark as no light is reaching it, however its like the whole model just gets all or nothing... Anyone got any ideas?
14  Java Game APIs & Engines / JOGL Development / Re: Lighting + Materials in OpenGL on: 2007-07-30 07:58:01
will give it a try, thanks guys!
15  Java Game APIs & Engines / JOGL Development / Re: Lighting + Materials in OpenGL on: 2007-07-27 13:53:25
with materials can you do:

glBegin(GL_TRIANGLES);

glMaterialfv(..Ambient..);
glMaterialfv(..Diffuse..);
glVertex3f(...);

glEnd();

Just like glColor3f(...); or do you have to define these calls outside of the glBegin() field?
16  Java Game APIs & Engines / JOGL Development / Re: External JAR files & applets on: 2007-07-27 13:00:54
I had my old code running in the applet nicely, although i recently split it so the framework was in a library and the main project now just includes the library and uses its functionality from there, rather than it all being in the same project. Will give the new launcher a try, im guessing there are examples of how to use this on the demo.jogl page?
17  Java Game APIs & Engines / JOGL Development / Re: Lighting + Materials in OpenGL on: 2007-07-27 12:59:01
Hey sorry ive been away so not been checking here,

Its just white, im doing the glEnable(GL_LIGHTING); im also doing glEnable(GL_NORMALIZE); for test purposes with getting the correct normals.

if i add these light parameters in then the light kinda does what its meant to:

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        ((JOGLRenderer)bwWindow).getGL().glLightf(GL.GL_LIGHT0,GL.GL_CONSTANT_ATTENUATION, 1.0f);
        ((JOGLRenderer)bwWindow).getGL().glLightf(GL.GL_LIGHT0,GL.GL_LINEAR_ATTENUATION, 0.1f);
        ((JOGLRenderer)bwWindow).getGL().glLightf(GL.GL_LIGHT0,GL.GL_QUADRATIC_ATTENUATION, 0.05f);


Although i have to get REALLY close to the model or i cant see the shading, if im far away it goes all ambient colour and cant see the shading. If i change the QUADRATIC_ATT down quite a bit to like 0.0001f it lets me be further back while viewing the shading but most tutorials dont use this method when doing lighting...
18  Java Game APIs & Engines / JOGL Development / Lighting + Materials in OpenGL on: 2007-07-18 12:03:37
Hello,

Im kinda confused and banging my head against a brick wall while working with lighting and materials in OpenGL...

I have a single light that may have an ambient/diffuse color, the material may also have an ambient/diffuse color. For some reason when i try to enable my light and model using the code below:

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  if(Mat.hasAmbient())
                {
                    BaseColour bcAmbient = Mat.getAmbient();
                    float[] fColours = {bcAmbient.fR, bcAmbient.fG, bcAmbient.fB};
                    gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT, fColours, 0);
                }
               
                if(Mat.hasDiffuse())
                {
                    BaseColour bcDiffuse = Mat.getDiffuse();
                    float[] fColours = {bcDiffuse.fR, bcDiffuse.fG, bcDiffuse.fB};
                    gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_DIFFUSE, fColours, 0);
                 }


the light is setup shown below:

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  float TempAmbient[] = {bcAmbient.fR, bcAmbient.fG, bcAmbient.fB, bcAmbient.fA}; 
        gl.glLightfv(intLightID, GL.GL_AMBIENT, TempAmbient, 0);
       
        float TempDiffuse[] = {bcDiffuse.fR, bcDiffuse.fG, bcDiffuse.fB, bcDiffuse.fA};
        gl.glLightfv(intLightID, GL.GL_DIFFUSE, TempDiffuse, 0);
       
        float TempSpecular[] = {bcSpecular.fR, bcSpecular.fG, bcSpecular.fB, bcSpecular.fA};
        gl.glLightfv(intLightID, GL.GL_SPECULAR, TempSpecular, 0);
       
        float TempPosition[] = {vPosition.fX, vPosition.fY, vPosition.fZ};
        gl.glLightfv(intLightID, GL.GL_POSITION, TempPosition, 0);


The light setup is called during the init phase, then when i render i enable lighting and the given light, then i call the material code shown above. However i just get a model with no shading on, i have enabled  gl.glShadeModel(GL.GL_SMOOTH); and im baffled...

Are you supposed to use EITHER the light or the material colors rather than using them both, if you cna use them both i thought the diffuse was the shading you have on the model and the ambient was like the base color, however when i enable diffuse color its like the ambient color vanishes and i just get a model in 1 color with no shading...

Any advice related to lighting and materials would be GREAT!
19  Java Game APIs & Engines / JOGL Development / External JAR files & applets on: 2007-07-16 08:07:06
I recently put a framework i had developed into a jar file so it was an external library i could just extend in a new project.

The new project has 2 files:

- BaseEngine.jar
- BaseDemo.jar

BaseEngine holds purely the classes and functionality, then BaseDemo uses it as a library and implements the objects and runs the functions needed.

When i run it as an app it runs fine, however when i try to put it in an applet i get the following errors...

java.lang.UnsatisfiedLinkError: Native Library C:\Documents and Settings\user\.jogl_ext\localhost_Applet_Test_e9138ef91ceefa9aa8e8a263863a982a\1.1.0-rc3\gluegen-rt.dll already loaded in another classloader

im a bit baffled as ive only got one applet active and its this one...

Anyone seen this error before or have any advice about it?
20  Java Game APIs & Engines / JOGL Development / Re: Basic CG Information on: 2007-07-13 09:46:10
When working in 3d space with shaders if you use the vertex3f(...) do you need to make sure in the shader you pass the proj and modelview matrixes over and then do the mul(proj,...) mul(modelv,...) or do you just need the projection matrix? as shown in the example?
21  Java Game APIs & Engines / JOGL Development / Re: Basic CG Information on: 2007-07-13 08:31:31
Thats EXACTLY what i did to start, but for some reason it didnt work, so i went round the net trying to find more information on it and just couldnt...

Isnt CG being the main Shader Language on the PS3? i would have expected ALOT more free documentation on it than there is... I will make sure my current demos are up to date and have another play around, although i cant see me doing anything *wrong* when im using the shader as its all been initilized correctly with the right profiles...

*edit*

seems the version i have is up to date, a couple of differences are that im not using lighting or normals in mine at the moment, however in your cgGL_vertex_example you guys are. Although if there were no normals or lighting i would expect the cube to just appear black rather than vanishing.
22  Java Game APIs & Engines / JOGL Development / Re: Basic CG Information on: 2007-07-12 08:18:03
Healthy /Bump as there are pretty much no other forums i can ask these questions on as they are all ad sites now Sad
23  Java Game APIs & Engines / JOGL Development / Re: Basic CG Information on: 2007-07-11 08:17:02
Do you have to use Cg or can you use GLSL?

Would rather use CG as its not limited to just being in OpenGL, whereas to my knowledge GLSL is only for OpenGL... I guess i could use HLSL although thats just a rebranded CG anyway...
24  Java Game APIs & Engines / JOGL Development / Basic CG Information on: 2007-07-10 14:28:51
Hello,

Ive recently been asked to add shader functionality to a small project, and i must admit im a bit lost when it comes to shaders. Currently i have 2 functions for rendering:

renderWithShaders()
renderWithoutShaders()

the core render() call works out if shaders are being used and then uses the correct function...

This is where my problem comes in, ive got a basic cube that i use for testing everything but when i use CG shaders it doesn't display, although im not sure if its down to the matrix, the position or me not writing it correctly...

Im just testing what i thought was a basic shader, and it wont work, where i send over position/color and want to just display it on the screen, however it wont...

Here is a quick code example of what im doing in both methods...

- Without Shaders -
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gl.glPushMatrix();
        gl.glEnable(GL.GL_DEPTH_TEST);
        gl.glTranslatef(vPosition.fX, vPosition.fY, vPosition.fZ);

        gl.glBegin(gl.GL_QUADS);

            gl.glColor3f(0.0f,1.0f,0.0f);                                  
            gl.glVertex3f(vVerts[0].fX, vVerts[0].fY, vVerts[0].fZ);    // Top Right Of The Quad (Top)
            gl.glVertex3f(vVerts[1].fX, vVerts[1].fY, vVerts[1].fZ);    // Top Left Of The Quad (Top)
            gl.glVertex3f(vVerts[2].fX, vVerts[2].fY, vVerts[2].fZ);    // Bottom Left Of The Quad (Top)
            gl.glVertex3f(vVerts[3].fX, vVerts[3].fY, vVerts[3].fZ);    // Bottom Right Of The Quad (Top)

  gl.glEnd();
        gl.glDisable(GL.GL_DEPTH_TEST);
        gl.glPopMatrix();


- With Shaders -
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CgGL.cgGLEnableProfile(jlRenderer.getVertexShaderProfile());
        jlRenderer.CheckCgError();
       
        CgGL.cgGLBindProgram(cgpVertexProgram);
        jlRenderer.CheckCgError();
               
        if(ModelViewProjParam != null)
        {
            CgGL.cgGLSetStateMatrixParameter(ModelViewProjParam,
            CgGL.CG_GL_MODELVIEW_PROJECTION_MATRIX, CgGL.CG_GL_MATRIX_IDENTITY);
            jlRenderer.CheckCgError();
        }

gl.glPushMatrix();

        gl.glEnable(GL.GL_DEPTH_TEST);
        gl.glTranslatef(vPosition.fX, vPosition.fY, vPosition.fZ);
        gl.glBegin(GL.GL_QUADS);
           
            CgGL.cgGLSetParameter3f(VertColor, 0.0f,1.0f,0.0f);                                  
            gl.glVertex3f(vVerts[0].fX, vVerts[0].fY, vVerts[0].fZ);    // Top Right Of The Quad (Top)
            gl.glVertex3f(vVerts[1].fX, vVerts[1].fY, vVerts[1].fZ);    // Top Left Of The Quad (Top)
            gl.glVertex3f(vVerts[2].fX, vVerts[2].fY, vVerts[2].fZ);    // Bottom Left Of The Quad (Top)
            gl.glVertex3f(vVerts[3].fX, vVerts[3].fY, vVerts[3].fZ);    // Bottom Right Of The Quad (Top)

gl.glEnd();
        gl.glDisable(GL.GL_DEPTH_TEST);
        gl.glPopMatrix();
       
        CgGL.cgGLDisableProfile(jlRenderer.getVertexShaderProfile());
        jlRenderer.CheckCgError();


- Shader File -
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// input vertex
struct VertIn {
    float4 position : POSITION;
    float4 color : COLOR0;
};

// output vertex
struct VertOut {
    float4 position   : POSITION;
    float4 color : COLOR0;
};

// vertex shader main entry
VertOut main(VertIn IN, uniform float4x4 modelViewProj)
{
    VertOut OUT;
    OUT.position = mul(modelViewProj,IN.position);
    OUT.color    = IN.color;
    return OUT;
}


Any help would be great, im a tad confused as it if CG gets the position var from the glVertex3f() call or if i have to manually pass over the parameter like done with the colour. I just want a shader for now that emulates the normal renderWithoutShader(), so it basically renders the data via CG and not OGL, i dont want any fancy effects for now...

Thanks for any help,
Grofit
25  Java Game APIs & Engines / JOGL Development / Re: JOGL Demos + TextRenderer Test on: 2007-04-11 10:26:49
Yep found it, i didnt look under the 2d stuff, which thinking about it should have been a good place to start Cheesy

I got it working from that thread you had (the one linked previously)!
26  Java Game APIs & Engines / JOGL Development / Re: JOGL Demos + TextRenderer Test on: 2007-04-10 12:16:07
check out this thread if you cant find any demos in the CVS like me:

http://www.java-gaming.org/forums/index.php?topic=15634.15
27  Java Game APIs & Engines / JOGL Development / JOGL Demos + TextRenderer Test on: 2007-04-10 10:12:14
Sorry to be a bit dim if there is a simple answer to this...

But ive been looking at the demos for some examples of displaying text on the screen however i cannot seem to find the demo relating to the TextRenderer Test shown on the https://jogl-demos.dev.java.net/ page... could someone direct me to where i can find this?
28  Java Game APIs & Engines / J2ME / Re: cutting off model when rendering on: 2007-04-02 14:12:34
Its ok ive fixed it, i messed with all the possible clipping settings i could find and didnt do anything, so i went into the model and shrunk it quite a bit, and repositioned the camera and it seems to work fine now...
29  Java Game APIs & Engines / J2ME / Re: cutting off model when rendering on: 2007-04-02 13:28:35
I would presume that i would find the settings for that on the 3DGraphics object or the Camera, although i cant find anything that seems too relevent in the function lists apart from maybe setDepthRange(f1,f2); or the cameras setPerspective(f1,f2,f3,f4); and i tried messing with both of these before and didnt seem to change anything Sad, although it kept resetting the app for some reason with the setDepthRange()...

Sorry to be a pain, but could you possibly give a QUICK code example showing how you would normally set it, im using javax.microedition.m3g.* library...
30  Java Game APIs & Engines / J2ME / Re: Locating Files on: 2007-04-02 13:25:22
yeah i was looking at that FileConnaction API, but as you say its not supported on most phones, how much data can the RMS handle? as it could be a simple model or quite a complex one...
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CopyableCougar4 (49 views)
2014-11-29 21:32:03

toopeicgaming1999 (115 views)
2014-11-26 15:22:04

toopeicgaming1999 (105 views)
2014-11-26 15:20:36

toopeicgaming1999 (31 views)
2014-11-26 15:20:08
Resources for WIP games
by kpars
2014-12-18 10:26:14

Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50
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