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1  Discussions / Miscellaneous Topics / Re: What I did today on: 2015-01-09 21:54:46
you do know that you are very likely legally forbidden to do that by US law?
Just as a reminder, reverse engineering in computer science is legal in numerous European countries including France (article 122-6-1 of the Intellectual Property code). Thank you for the link. I'm not 100% sure but I think that opiop65 is right.
2  Discussions / General Discussions / Re: 3D model search engine on: 2015-01-09 21:21:03
Now you are just are complaining for sake of it.
Maybe my explanation wasn't clear. I was thinking about Ed_RockStarGuy's comment. Those numerous models are very useful for a blueprint or even for a real game if they exactly fit into the need of the developer but imagine that you create a first person shooter and you start using lots of models from Open Arena. If you want to tell your own story with your own characters, the models of Open Arena are a nice source of inspiration but the skills required to edit them are close to the skills required to make your own models from scratch. I admit that my sentence that you quoted might sound silly as it is obvious that you can't find the models that you would have created if you could do so. I think that I made a mistake in 2009, I didn't imagine that I would have to learn to use Blender because I thought that I would be satisfied with slightly modified models but the only well animated model that I use looks like a ripoff of Quake 2.

As a conclusion, I mean that those models are a lot better than simple placeholders, they are helpful but at some point you'll have to learn to use a modeler or to ask for help. You can find some models that can be used as is but I'm skeptical about making a game exclusively with them.
3  Discussions / General Discussions / Re: 3D model search engine on: 2015-01-09 19:13:14
I don't want to discourage anybody but:
  • It's still difficult to find animated models. Most of the available models aren't animated.
  • It's still difficult to find models whose terms of use are compatible with your own project(s). If there is no license, the material is protected (copyrighted) which is the case of most available models.
  • If you want to have original models, you'll have to modify existing ones if you can't make them from scratch, it requires some modeling skills.
4  Discussions / General Discussions / Re: 3D model search engine on: 2015-01-09 09:14:08
Yes, we're using WebGL.
It's better than nothing, I understand your position. I succeeded in crashing a laptop last month when testing it, I obtained a blue screen. There is a very limited choice of plugin-less technologies to display 3D in the browser :s

We've added license info for some of the models and provided a filter for the models.
Thank you very much, it's an excellent piece of news  Grin
5  Java Game APIs & Engines / OpenGL Development / Re: [SOLVED]Lwjgl Error: Failed to load the native library: lwjgl on: 2015-01-09 09:11:17
Also, as of LWJGL 3, you need to specify a folder by 32bit vs 64bit.

That was a temporary limitation, you now only have to specify the base folder. The OS and CPU architecture are resolved automatically.
Which architecture can be resolved automatically? Do you talk only about the "bitness"?
6  Java Game APIs & Engines / OpenGL Development / Re: [SOLVED]Lwjgl Error: Failed to load the native library: lwjgl on: 2015-01-08 16:11:50
Some JarSplice bugs have been unfixed for about 4 years:

It honestly doesn't matter, you can get it working either way Tongue
It matters as if you're blocked by one of its bugs, you'll have to do some reverse engineering on it and fix it by yourself which would be probably a lot more time consuming than using a build tool like Ant.
7  Game Development / Newbie & Debugging Questions / Re: How to instal Java 8 over 7 on: 2015-01-08 09:57:16
You're right princec but nothing forces her/him/them to fix it (it's true for free softwares too). When you have access to the source code, you have a chance to fix it by yourself without doing some reverse engineering. JarSplice is a good example, it's widely used, it contains some unfixed bugs, its source code isn't available and some developers have complained about that for years:

mike_bike_kite, I'm not completely blinkered, I will improve the documentation of my tool soon and I will put JNDT into JFPSM. In other words, it will be possible to use my tool in a (not magic, free software) GUI. It will require a lot of work, I will probably have to rewrite it in Java. However, I still advise you to choose a tool whose terms of use are compatible with your projects. You seem to use Launch4j according to your website, what is wrong with it? It seems to create only a native launcher but not a single executable. I don't advise you to use JSmooth as its maintenance was stopped in 2007 as far as I know and it doesn't support 64-bit micro-processors.

Edit.: I'd like to support MSI in order to provide a single Microsoft installer instead of an archive so that the end user doesn't have to understand how Java works and it seems to be less difficult to implement than putting everything into a single executable file.
8  Game Development / Newbie & Debugging Questions / Re: How to instal Java 8 over 7 on: 2015-01-07 22:20:36

magically get an exe
If you don't understand how a tool works because it is magic, how do you fix it if it stops working or if its terms of use become unacceptable for you?

I must admit I think we have different definitions of the phrase "easy to use" Smiley
I read your post a few times and I'll admit I'm not sure how to proceed.
Press CTRL+F, look for "create-windows-app-bundle" in this Ant build file, copy/paste 3 files of XML code and modify it to fit into your needs... Use PackR instead, it's explained here, download a single JAR and run it in command line as indicated in the example. If you consider a tool too much complicated just because it has no GUI, I can do nothing for you. I advise you to use PackR because its documentation is better than mine and because I assume that your games aren't under GPL. Please don't tell me that using a single command line is terribly difficult.

Edit.: If you just want a single Windows executable, use Launch4J:
9  Game Development / Newbie & Debugging Questions / Re: How to instal Java 8 over 7 on: 2015-01-07 10:34:16
I just post a list of tools:


I'm quite willing to give it a try.
Is your tool easy to use (for a novice)?
You just need to understand a very little bit XML as it uses Ant. However, it's under GPL which is a viral license. If it's a problem for you, rather use PackR.

My OS is Win7.
I have a standard jar. There's no file access etc. My jar runs fine on Java7 (I assume it would run on 8 but I'm guessing here).
The app gets called with "java -jar -Dsun.java2d.noddraw=true AlienSwarm.jar" which fixes a problem with some drivers not working at 640x480 res.
PackR and JNDT allow you to pass arguments to the VM. As you already have a fat JAR, it should be very easy to make it work.

I d have Ubuntu running on a laptop but the game won't run in full screen mode on my laptop for some annoying reason plus the sound never seems to work properly in Linux.
There is an unfixed bug in AWT under GNU Linux that breaks the full screen mode, the task bar is always drawn above the window Sad This bug is fixed in some libraries including NEWT (native windowing toolkit of JOGL, part of JogAmp). It's possible to use NEWT with AWT, Swing, SWT and (indirectly) OpenJFX/JavaFX.

I assume that you use JavaSound. If you want to have a better sound support, ask nsigma to help you with JavaSound or switch to OpenAL. I use Paul Lamb Sound Library with its JOAL plugin, it's a good compromise as it solves the main problem with OpenAL without learning how to use it as it's quite high level. Moreover, JOAL uses OpenAL-Soft in priority which means that you don't need OpenAL installed on the system, it's as convenient as using JavaSound.
10  Game Development / Newbie & Debugging Questions / Re: How to instal Java 8 over 7 on: 2015-01-06 09:39:31

I suggest you to put the JRE into your game instead of using the one installed on the system.
11  Java Game APIs & Engines / OpenGL Development / Re: glVertex3f doesn't care about z axis??? on: 2015-01-05 20:19:09
For now, I'll try copying and pasting code snippits and tinker with them.
You don't even understand what you copy, you're creating a context at each iteration which is absurd  Clueless
12  Discussions / General Discussions / Re: New rules regarding Game Engine topics on: 2015-01-05 20:14:48
It's a fair deal to me, it's not definitive. I haven't created a separate thread for each engine I have resurrected (Java3D), created (the former TUER engine) and developed (JogAmp's Ardor3D Continuation), the same is true for the "tools" (JFPSM, JNDT, ...). I prefer consolidation over useless or at least debatable spreading out of resources (ie less engines but of better quality rather than more engines but of worse quality). The suggestion consisting in creating a sub-section "Community Tools" isn't bad on my view but anyway, Riven is flexible enough to move back an engine into the WIP section if it's worth it.
13  Games Center / Archived Projects / Re: "Pokemon Style" RPG & In-Game Editor [open source] on: 2015-01-05 14:26:46
Then I'll be on a short hiatus while I produce massive amounts of legal textures (entities, armour, weapons, tiles, etc).
Why not looking at
14  Java Game APIs & Engines / OpenGL Development / Re: glVertex3f doesn't care about z axis??? on: 2015-01-05 14:15:17
It would be easier to learn these basic opengl concepts if there were any guides that made any sense.  
Maybe you have to learn the basic concepts of 3D computer graphics too. You can look at the OpenGL Red Book and the Blue Book. OpenGL isn't the kind of thing that you can learn in a few days.

There are always lines and lines of unexplained code that cannot be understood by fiddling, and the opengl documentation is poor.
The OpenGL SDK is very well documented, you should always look at the "man":

That's why I'm forced to ask my questions here, you see...  I haven't found a book or guide anywhere that is down to earth enough to understand.

Also, I'd like to point out that that is the exact tutorial I've been looking at...  If even that isn't useful for me, then what do you propose I do?
You modified a simple example that you didn't understand and you broke it. Just move the creation of the context (GLContext.createFromCurrent()) and the setup of the projection matrix somewhere else. I totally understand your position. I thought that someone else could fix your code despite the fact that it relies on some features of the fixed pipeline.
15  Java Game APIs & Engines / Tools Discussion / Re: Eclipse - Export jar with including libraries on: 2015-01-05 10:46:33
Yes, you can use a "fileset", a "zipfileset" or a "zipgroupfileset" with an include filter for example. You can find some examples of use (fat JAR) here:
16  Java Game APIs & Engines / OpenGL Development / Re: glVertex3f doesn't care about z axis??? on: 2015-01-04 23:36:06

Are you really sure that you want to modify the projection matrix?? glMatrixMode(GL_PROJECTION)?

Rather call glFrustum or gluPerspective somewhere when the projection matrix is active and then leave the model-view matrix active. Please learn the basic concepts of OpenGL before using any Java binding for OpenGL/OpenGL-ES. You shouldn't create a new context at each frame. Your code is really very wrong. It would be better if someone else with a better understanding of the library you use could fix your code.

Edit.: Look at this example:
In this example, loop() is called only once.
17  Java Game APIs & Engines / Tools Discussion / Re: Eclipse - Export jar with including libraries on: 2015-01-04 10:42:02
Use Ant to do whatever you want, it's more flexible and it can be used in Eclipse.
18  Java Game APIs & Engines / OpenGL Development / Re: modern OpenGL discussion on: 2015-01-04 00:05:37
Please don't make a confusion between vertex arrays and vertex array objects (VAO). I can't talk about VAO but vertex arrays are usually as fast as dynamic VBOs.
19  Discussions / Miscellaneous Topics / Re: OpenGL or DirectX on: 2015-01-03 22:03:21
DirectX is most likely going to become rather irrelevant.
I hope you're right.
20  Discussions / General Discussions / Re: Would it be worth porting to c++? on: 2015-01-03 21:57:27
I think there's a pretty big overhead in the JVM for calling native functions.
A few nanoseconds per JNI calls, this isn't what I would call "a big overhead".

There is also jnigen, which allows you to write native methods with c++ code right next to the native method for anything that could have improved performance with native code.
There is also GlueGen, used in JogAmp (JOGL, JOAL, JOCL, ...).
21  Discussions / Miscellaneous Topics / Re: OpenGL or DirectX on: 2015-01-03 16:27:54
OpenGL should be compared to Direct3D, not to DirectX as DirectX is rather a collection of APIs (Direct3D, DirectDraw, DirectMusic, DirectPlay, DirectSound, DirectCompute, ...). DirectX should be compared to OpenKode.

According to Nvidia, OpenGL is a bit faster (about 10%) than Direct3D.

I advise the original poster to understand the concepts so that it will be possible to switch from/to OpenGL.
22  Discussions / General Discussions / Re: Would it be worth porting to c++? on: 2015-01-02 23:51:14
You will probably get no performance gain by switching to C++. I got a performance gain (about 5%) when switching from C/C++ with GLUT to Java with JOGL and I have never looked back. I'm still surprised by those who complain about the garbage collection because you get some problems when you do something seriously wrong and it has nothing to do with the language itself. I admit that I don't use any physics engine yet.

Even 8 years ago I wouldn't have switched to C++.

In my humble opinion, port it only to target platforms that you can't target with Java but then, is it worth the efforts??
23  Games Center / WIP games, tools & toy projects / Re: Pyramid - 3D engine on: 2015-01-02 21:27:40
There is a flag to disable DirectDraw, another one to disable OpenGL and another one to disable Direct3D:
- sun.java2d.noddraw=true
- sun.java2d.d3d=false
- sun.java2d.opengl=false

However, some pipelines use some native code that relies on hardware acceleration on a few platforms, for example under GNU Linux when XRender is used. There is no mean of doing everything only on the CPU on all platforms but I don't contradict EgonOlsen, only some code paths are hardware accelerated in Java2D.
24  Games Center / WIP games, tools & toy projects / Re: Pyramid - 3D engine on: 2015-01-02 21:18:04
Java2D as in the entire java.awt package? I do not use java2D for the 3D graphics rendering, I am using separate line drawing algorithms and I have my own class that deals with color. The only thing I use java2D for is the coordinate and fps information and the crosshair.
You wrote that you use the standard Java APIs, you probably use an AWT container or a Swing container, Frame or JFrame. Then, you use Java2D, which is hardware accelerated by default.
25  Discussions / General Discussions / Re: I no longer use Google Play and I block ads on: 2015-01-02 14:40:14
Also, I feel like, if you are a service, such as a video game, that chooses to earn its revenue via an ad model, you should either abide by what it wants, or not use the service. Though you may feel that the revenue earned via this model is too minuscule to matter, this may not be the case. For example, what if the creator of the game payed an artist to have assets created, and expected to earn this money back via the ads in his game? By removing ads, you are not really being a fair sport. You probably wouldn't go in and steal something off the shelf of your local grocery store, so you shouldn't turn off ads either.
That's why I encourage the creators to provide alternative means of "paying" them. The creators can have good intentions, I wouldn't make such assumptions about the advertisers. I don't encourage people to steal; when they really use a program whose author needs some support, they should accept the ads or pay but as long as the ads are used to steal data, I find it legitimate to block them all. I don't make any assumption about the revenue but I make some assumptions about the hosting costs. I can take your last sentence and use it to justify the fact that I block ads but then the thieves aren't the same.

It is ridiculous, in my opinion, to get upset over something a free and opt-in service does. You made the choice to use that service, and if you simply didn't use that service, you wouldn't be tracked.
It's not ridiculous when it violates the national laws which Google did several times. Unfortunately, numerous corporations track people without their prior consents. For example, Facebook keeps some information about people NOT registered on Facebook in shadow profiles.

Ads are annoying, but I think they are necessary. As a student attending high school, with my only income coming from small freelance web development projects for small businesses around my area, I do not have a lot of money to spend on services that have pay walls. If some of the services I used required pay walls, I would simply not use them. For example, if this forum, or any forum for that matter, had a pay wall, I would simply not use it. The only service I pay for is Spotify, and that is because I wanted the upgrade to higher quality streaming. The ads were annoying (especially since Spotify plays random ad genres and does not target your music taste at all), but not annoying enough to warrant me spending money to get them to go away.
Once again, the choice isn't only between ads and pay walls as in one hand the hosting costs are so sometimes small that it doesn't justify to put tons of ads and in the other hand I talked about other means to earn some money without creating pay walls even though they aren't for now as they need some massive legal changes (except donations via micro-payment, FlattR, ...).

Are you really sure that you would refuse to pay for this forum if the price was very small? (for example 0.10 US dollars per month)

Lots of creators will have a big problem when the ad revenues decreases a lot. It's better to diversify the source of revenue now.

From a different angle: once people pay anything for a service, they suddenly feel entitled to the most arbitrary shit. I'm not going to expose myself to that.
What about donations then?
26  Games Center / WIP games, tools & toy projects / Re: Pyramid - 3D engine on: 2015-01-02 10:44:55

None of the graphics are hardware accelerated, it is entirely run on the CPU.
Sorry to contradict you but Java2D is partially (and badly) hardware accelerated. Therefore, your game doesn't run entirely on the CPU except if you ask Java2D to do so which isn't its default behaviour.
27  Game Development / Newbie & Debugging Questions / Re: [Kroynet] NoClassDefFoundError when running .jar on: 2015-01-01 18:08:46

Why not creating your JAR with an Ant script that you could still use in Eclipse? It would give you much control, you would know what it does and it would be easier to fix.
28  Games Center / Archived Projects / Re: Pokemon RPG & In-Game Editor on: 2015-01-01 17:54:10

Pokémon © is a trademark of Nintendo:
29  Game Development / Newbie & Debugging Questions / Re: [LWJGL] So, are there any (up to date) UI libraries? I can't find them. on: 2014-12-30 10:42:26

You can use NiftyGUI:
30  Game Development / Newbie & Debugging Questions / Re: Compute + Geometry Shaders on: 2014-12-29 23:46:06
And if not, maybe someone wants to contribute one to the growing LWJGL Wiki? :-)
Maybe it would be better to contribute to the "Articles & tutorials" section right here on JGO.
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