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1  Discussions / General Discussions / Re: Project Panama - the JNI Replacement (slidedeck) on: 2017-04-21 09:10:30
Hi

At first, the Project Panama will be usable in production in several years and we'll have to wait for some more years for Android support. We have to go on using what already fits into our needs in the meantime.

Secondly, Project Panama might help to write Java bindings with a lot less boilerplate code and to get more contributors by lowering the difficulty (no or almost no need to code in C) but we already have GlueGen, it does the job, it supports Android, it's fast, it's fully tested. We need something flexible that we can adapt to our own needs. I'm not sure that Project Panama is flexible enough for us yet. If the performance of Project Panama is worse than those of GlueGen, it will be a no go.

Thirdly, I think that it might be useful for middle-level APIs targeting desktop and embedded environments but not Android. As a first step, I'd like to use it in some scenegraph APIs and 3D engines (typically to manage direct memory for textures, VBO, VAO, ...). When it's mature enough, maybe I'll try to convince the other contributors to use it a bit Wink
2  Java Game APIs & Engines / OpenGL Development / Re: GlBegin gives lag. on: 2017-04-21 08:44:16
Switch from immediate mode rendering to retained mode rendering (vertex arrays, VBO/VAO, ...).

Oops, it's already what the tiny link in the previous post suggests.
3  Games Center / WIP games, tools & toy projects / Re: TUER: Truly Unusual Experience of Revolution, FPS using JOGL on: 2017-04-20 21:49:58
Maybe it will work if you force the 64-bit mode:
http://support.apple.com/kb/HT3773

If it's the opposite problem, open the game in 32-bit mode:
4  Games Center / WIP games, tools & toy projects / Re: TUER: Truly Unusual Experience of Revolution, FPS using JOGL on: 2017-04-20 18:31:25
Hi

I've seen this thread for a long time and I've wanted to play your game, but I cant seem to find a running version of your game. The Mac version on your website seems to be an outdated app that isn't compatible with a modern macOS.
Which version of Mac OS X do you use? jmaasing tested under OS X 10.11 and it worked. I don't understand why you claim that the Mac version is an outdated app whereas it's simply an OS X application bundle. I know that OS X 10.12 hides the "Anywhere" option in Gatekeeper but you should be able to run my game anyway. As far as I know, OS X 10.12 still allows to package a software as a disk image and as an application bundle. Maybe I'm missing something obvious as I haven't tested it under OS X 10.12, how can I help you?

P.S: This might help under Sierra (OS X 10.12):
http://osxdaily.com/2016/09/27/allow-apps-from-anywhere-macos-gatekeeper/

P.S 2: This solution is less scary:
https://apple.stackexchange.com/a/243689
5  Games Center / WIP games, tools & toy projects / Re: TUER: Truly Unusual Experience of Revolution, FPS using JOGL on: 2017-04-19 22:23:30
Hi elect

Thank you for the reminder.

The website of my game will probably move to a new location in May, its source code, its images and its videos will follow. If I can't afford some complementary protection of my intellectual property, the new website will be used as a backup until my financial situation allows me to go to the next step. My own low-energy server works correctly, the main problem comes from my ISP that provides fixed external IP addresses to non professional customers at a very high price and that blocks the default port used by SMTP. I could work around this limitations by using a VPN. I've had too much problems with Sourceforge. Actually, I'm very happy to have my own piece of Internet entirely under my control  Grin  The problems of hosting and with Subversion on Sourceforge were discouraging. Finding some time to work on my game is difficult, being unable to commit for hours is demotivating.

I still have to improve the accuracy of the new abilities implemented in the artificial intelligence. The way the soldier turns is still unnatural :s After that, I'll have to allow him to go forth, the game will become a bit more challenging and a little bit less boring.

JNDT still relies on a forked version of Apache Commons Imaging, I plan to switch to Twelve Monkeys ImageIO and to port my conversion code from Apache Commons Imaging into javax.imageio, it seems to be a lot more viable on the long term especially since an Apache contributor rejected my contributions.

I have to fix some bugs in JOGL 2, we would like to release JOGL 2.3.3 this year and I'd like to use it in my game of course.

Best regards
6  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Ongoing project: Type-Safe access to ByteBuffers on: 2017-03-22 23:18:54
You don't talk about GlueGen.
7  Game Development / Newbie & Debugging Questions / Re: JMonkeyEngine on: 2017-03-17 23:21:51
Hi

Since it's all in Java and not a wrapper around C code, there's no manual memory management like some other engines seem to have.
It's not entirely true. Actually, it's not a wrapper but it uses several bindings to benefit of hardware acceleration and there is a little bit manual memory management if you don't want to lack of memory on the native heap as the direct NIO buffers aren't allocated on the Java heap:
https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-core/src/main/java/com/jme3/util/ReflectionAllocator.java#L100
8  Games Center / Showcase / Re: Maze of Bad Emojis on: 2017-02-07 16:23:41
Hi

Why does your game require Adobe Flash Player? Kongregate asks me to install it.
9  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Advantages of Ant? on: 2017-01-26 18:58:28
Hi

I find Ant very flexible, it's like a portable equivalent of Makefile. Maven requires to follow a lot of conventions, it works very well when you're straight in the road but it may become a nightmare when you have to do something noticeably unusual. Gradle has the best of the both in my humble opinion. I use a lot Ant and it's sometimes difficult to migrate away from it. I wrote my own tool to create native self-contained application bundles with it, it can be hardly ported to Maven or Gradle.
10  Discussions / General Discussions / Re: Animation Model format - LWJGL 3.1 on: 2017-01-02 15:27:07
Hi

As I said in the first post, I'm using  this approach to learn so I'm trying to code as much as possible without use a lot of APIs.

Read my reply again:
There are tons of importers in various scenegraph APIs, you can use them as sources of inspiration too.
I don't advise you to use them, I advise you to use them as sources of inspiration to understand how their developers solved numerous problems that you'll have to solve too and I remind you that you asked us whether there is any Java library to work / load models.
11  Discussions / General Discussions / Re: New Year Resolutions -- 2017 on: 2017-01-02 14:58:41
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boringJob--;
frenchFood++;
if (girlfriend != null) {
    if (girlfriend.getCupVolume(ManufacturerDesignStandardBraSize.FR) >= 90B) {
        sex++;
    } else //FIXME this should never happen
            {
        // no way, not enough for a good t**** f***
        girlfriend = null;
        sex = 0;
    }
} else {
    //TODO How can this be possible?
}
try {
     beAnExcellentActivist();
} catch (final CopsInActionException ciae) {
    // sorry, there is no plan B
}
if (spareTime > 0) {
    code();
}
if (uselessNewYearResolutionsEnabled) {
    try {
         arriveAtWorkEarlier();
    } catch (final InsufficientMotivationException ime) {
         // maybe it will work in 2084 :)
         salary++;
    } catch (final UnsupportedOperationException uoe) {
         // you don't even know me, I'm too lazy
    } catch (final NotEnoughCroissantsAndCoffeeException) {
         if (croissantProvider.getRemainingCroissantCount() >= 1) {
             // no moldy croissant please!
             if (croissantProvider.getCountry() == "USA") {
                  try {
                       eatCroissant();
                  } catch (final IndigestionException ie) {
                       goToThePhysician();
                  }
             } else {
                  eatCroissant();
             }
         }
    }
}
12  Java Game APIs & Engines / Java 3D / Re: Using JOGL with QtJambi on: 2016-12-27 16:16:31
Hi

The questions specific to JOGL should be asked on the official JogAmp forum.
13  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL uses wrong graphics card on: 2016-12-16 14:44:54
What about that?
https://www.opengl.org/registry/specs/NV/gpu_affinity.txt

Quote
On systems with more than one GPU it is desirable to be able to
      select which GPU(s) in the system become the target for OpenGL
      rendering commands. This extension introduces the concept of a GPU
      affinity mask.
14  Discussions / General Discussions / Re: Animation Model format - LWJGL 3.1 on: 2016-12-07 20:18:26
Hi

gLTF (GL Transmission Protocol)...
No, it's rather "GL Transmission Format":
https://github.com/KhronosGroup/glTF/blob/master/README.md
Quote
glTF™ (GL Transmission Format) is a royalty-free specification for the efficient transmission and loading of 3D scenes and models by applications. glTF minimizes both the size of 3D assets, and the runtime processing needed to unpack and use those assets. glTF defines an extensible, common publishing format for 3D content tools and services that streamlines authoring workflows and enables interoperable use of content across the industry.

There is no "best" format for animations and it depends on the kind of animation (key framed or skeletal). JavaBlend is a nice API to manipulate Blender models. There are tons of importers in various scenegraph APIs, you can use them as sources of inspiration too.
15  Games Center / Showcase / Re: [Free][Windows] WorldGrower, rpg simulator on: 2016-12-03 11:47:14
I tried OpenJDK 8 (http://openjdk.java.net/install/index.html) on my Ubuntu installation.
Everything looks ok until I open the start menu of the game, and then Ubuntu freezes. It seems to be a known issue, I'm trying the different solutions.
Maybe I'll use the Red Hat OpenJDK next.
Is it this bug?
https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=798131
This workaround might help you:
http://askubuntu.com/a/704462

Let me know whether you need some assistance, it's a pleasure to help you  Smiley Note that you can modify the files of the JRE before passing them to JNDT, it's a good way of testing this workaround and ensuring that your game is correctly packaged.

P.S: You can disable accessibility by using "-Djavax.accessibility.assistive_technologies=" or "System.setProperty("javax.accessibility.assistive_technologies", "");". I looked at the source code of java.awt.Toolkit, the former works, the latter has a chance to work if it's called very early and if another library doesn't initialize AWT before your own code.
16  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL 3 - Assimp bindings on: 2016-12-01 19:36:44
You're welcome. I like this library. In my humble opinion, its only drawback is the lack of versioning as it would help to follow and understand the changes.
17  Games Center / Showcase / Re: [Free][Windows] WorldGrower, rpg simulator on: 2016-12-01 19:34:10
You might notice some tiny differences in the font rendering and in the sound management.

As you use Java 1.8, you'll have to use Oracle Java or Red Hat OpenJDK (available for all supported platforms) instead of the custom build I use as it's OpenJDK 1.7.
18  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL 3 - Assimp bindings on: 2016-12-01 12:42:14
Possibly the best use of it is just loading stuff and converting it to whatever proprietary format is best for your game engine. Ie. as a tool, not a deployable part of a game.
Ok but then the performance would be less important than if it was deployed inside the game, wouldn't it?

.. and there is alot native code in jassimp
basil_, you make a confusion between another library with the same name and elect's jassimp. He talked about Kotlin, he really uses it as you can see in his source code:
https://github.com/java-graphics/assimp/tree/master/src/main

theagentd, you can use JavaBlend for Blender files and FBX is proprietary so you get what is expected from this kind of format.

By the way, there are already some Java APIs providing some importers and exporters, Unlicense supports the .x format and I was a bit wrong as it partially supports .lwo (Modo), jReality, JMonkeyEngine and JogAmp's Ardor3D Continuation have some importers and exporters too. If elect succeeds, I'll see his project more as a source of code to implement importers and exporters in various engines rather than something I'll put into my projects as is. I spent about 10 days in writing an importer for the .ply format, I know that it's time consuming.
19  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL 3 - Assimp bindings on: 2016-11-30 13:57:15
Hi

do you really think it's easy to beat a native implementation (in both CPU time and especially memory overhead) with pure Java?
It's not easy to me as assimp supports numerous formats but there are numerous importers and exporters for several scenegraph APIs, engines and frameworks decently optimized to avoid memory leak and you can modify the settings of the JVM to unload unused classes. If you want to compete with MeshLab, you'll need the 40 formats but I doubt that all are needed for a game or even for the tool set of a game in which you may use a few editor formats (.blend, .max, ...), a few interchange formats (Collada, U3D, ...) and a runtime asset delivery format (gltf, ...) or your own one. In my humble opinion, some popular formats are already supported enough by the existing Java ecosystem to drive such a binding not very appealing in certain particular cases but I agree with elect "it's good to have alternatives" and this binding can be very useful in some use cases.

I remind that using a "foreign" API to load models in a scenegraph API may add some overhead to convert the models in the object model of this API into the object model of the scenegraph API.

Personally, I've read tons of "loaders" in various programming languages and I advise you all to be very careful as I've found numerous APIs supporting tons of formats having numerous caveats or limitations. Sometimes, those limitations are commented only in the source code and not mentioned in the documentation.

Assimp supports Modo (.lxo). As far as I know, there is no free or open source Java importer supporting this format. This binding is then welcome to load files in this format  Smiley

Good job and keep up the good work.
20  Games Center / Showcase / Re: [Free][Windows] WorldGrower, rpg simulator on: 2016-11-29 19:57:05
Hi

Why does Economy2.png contain a large empty space under Oil Resource?

I'll put JNDT XML script into a JAR and improve the documentation for Gradle users as soon as possible. I advise you to test your game with OpenJDK as it's what most GNU Linux users use but nowadays there isn't a big difference with Oracle Java.
21  Games Center / WIP games, tools & toy projects / Re: TUER: Truly Unusual Experience of Revolution, FPS using JOGL on: 2016-11-27 18:52:58
Hi

TUER is ten years old, I've just published a new article about it.

By the way, I updated the documentation a few hours ago, especially for the end users under Microsoft Windows. I tried to install the English language pack on a friend's laptop, it was very painful and SmartScreen went on showing the warning message in French anyway, sorry for the bad "fake" screen captures used to illustrate the explanations:





2016/11/30: There is a new teleporter to go to the last level, there is a new poster at the exit of the museum and the artificial intelligence has been improved: the enemy tries to face the player (but it's not smart as he rotates brutally, I'll use slerp very soon).
My website is temporarily down because of a problem with Sourceforge.
2016/12/01: The game version and release numbers are stored in order to implement the system of update suggestion.
My website is back online, you may need to clear your cache to make it work. As Sourceforge has more and more technical problems, I will have to seriously reconsider hosting my infrastructure on my own low-energy server.
2016/12/02: JNDT is now packaged as a JAR and I've just updated its documentation, it should be a bit easier to use. Some complementary clarifications will be added very soon.
22  Discussions / Miscellaneous Topics / Re: Looking for simple but complete open-source game on: 2016-11-25 23:36:53
Still a crappy implementation, but not as bad as the old days.
What makes you think it's any better now? It still supports only OpenGL 1.1 or OpenGL 1.4 in the best case, doesn't it?
23  Discussions / General Discussions / Re: BDX - Open-source 3D Blender-Integrated Game Engine on: 2016-11-25 10:06:19
Hi

Shouldn't this topic be moved into the section "WIP games, tools & toy projects"?
24  Discussions / Suggestions / Re: Featured Open-Source on: 2016-11-23 20:06:44
Scratch that.  I couldn't find a single game's source code.
Tesseract, Spider Experiment, Jake 2, ...
25  Discussions / Suggestions / Re: Featured Open-Source on: 2016-11-22 20:17:57
In my humble opinion, mentioning the license isn't difficult, I do it for my contents and those I reuse too, it helps Smiley

There are tens of free or at least open source Java games in the archive of the FGF but you can still find most of them in the Java Game Tome.
26  Discussions / Miscellaneous Topics / Re: Looking for simple but complete open-source game on: 2016-11-22 20:13:49
Hi

Set org.lwjgl.opengl.Display.allowSoftwareOpenGL to true, it should work. Your machine probably only has the crappy Microsoft GDI Renderer as unique OpenGL driver:
http://wiki.lwjgl.org/wiki/LWJGL_Hidden_Switches.html

A better solution would consist in installing a better OpenGL driver provided by your GPU manufacturer.
27  Games Center / Showcase / Re: Spatium Wars Alpha on: 2016-11-19 10:58:27
Hi

Sorry, I know that it's an alpha version but where are the installers (or at least the JAR(s)) for the other operating systems? I only see an installer for Windows  Huh
28  Discussions / Suggestions / Re: Featured Open-Source on: 2016-11-14 21:47:35
Hi

The source code of my main game is under GPL. By the way, KevinWorkman is a bit right, you talk about giving away, it's a bit more complicated than what you mean. Some projects clearly state that their source code is open source or free but mentions nothing about their artworks, there are tons of licenses with different terms, some licenses are viral, some others are permissive, some licenses can only be used for the documentation, some others can only be used for the source code, some others are only for artworks, ... Giving everything away is close to the terms of the Creative Commons Zero Public Domain Dedication license but it's not completely legal in some countries in which you cannot abandon or cease your paternity rights (typically in France).

Why not simply creating a new page in the wiki to store your list of free / open source Java games?
29  Discussions / Suggestions / Re: Art section on: 2016-11-14 21:35:24
Hi

I'm fed up with those catch-all sections, "what I did today", "what I drew today", ... What annoys me isn't the content of those threads, I just think that those elements should be moved into separate per-project threads, I don't see the interest of putting tons of things into 2 threads, it's a mess. I prefer following the activities of the projects that I find interesting. Moreover, I prefer seeing the very early blueprints and artworks of a very young project in its dedicated thread instead of drowning its contents in "what I did today" & "what I drew today". This is just my opinion, nothing more. Best regards.
30  Games Center / Showcase / Re: [Free][Windows] WorldGrower, rpg simulator on: 2016-11-13 18:00:10
Hi

@gouessej, thanks for the info regarding native installers.
I did try my game under GNU Linux.
I got some strange behavior, that's why I decided to release the Windows version first.
Which strange behaviour? If you want to get some help, maybe you should tell us what is wrong. You use a cross-platform technology and as far as I know, your game works like a charm on my machine.

Right now, I use Install4J and that seems to support native installers like .deb and .rpm.
As far as I can tell, JNDT can do the same as Install4J, so I think I'll keep using Install4J. That route is probably the least amount of effort for me to build native installers.
Install4J isn't free of charge (you can only obtain a trial key for a short time, use an evaluation version or obtain an "open source" license until Ej-technologies modifies its policy like InstallAnywhere did), it's neither open source nor free and its support of DEB & RPM packages is surprisingly less mature and a lot less complete than JNDT. It's your project, it's up to you to decide but feel free to ask for help if you plan to move to a more reliable and viable solution than Install4J on the long term (except if you're ready to pay at least 848 € per year for the less expensive licence) especially when JNDT becomes easier to include in a project (currently only a few JARs and a single XML script). I don't think that using a few lines of XML code from a real example of use as a source of inspiration takes a long time and you can call Ant from Gradle. I'm not often on this forum, it doesn't mean that I'm not interested in your project Wink
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