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1  Games Center / WIP games, tools & toy projects / Re: djoom3 - Doom 3 java port[HELP WANTED] on: 2016-04-17 18:53:25

Thanks for sharing your source code. Where do you load the ASE and LWO models? I didn't know the Plücker coordinates Wink
2  Java Game APIs & Engines / OpenGL Development / Re: Looking for some advice on: 2016-04-17 18:43:18
Once you loaded the geometry on the gpu, if you don't need it anymore on the cpu, you can clear it (BufferUtils.destroyDirect for direct buffers, because otherwise you don't have the security they are gonna be removed).
Only my deallocation helper does it correctly, your source code comes from JMonkeyEngine 3, it handles only some basic cases.
3  Java Game APIs & Engines / OpenGL Development / Re: Looking for some advice on: 2016-04-15 18:03:44

You should look at elect's examples including this one and post your question on the official JogAmp forum as your question seems to be specific to our API.

Instead of reinventing the wheel, I advise you to study the source code of the most famous engines/frameworks with JOGL renderers, for example JMonkeyEngine 3, LibGDX, JogAmp's Ardor3D Continuation, Java3D, ...
4  Discussions / General Discussions / Re: Vulkan 1.0 Release on: 2016-03-22 11:54:50

Is it possible to use LWJGL 3 Java binding for the Vulkan API without GLFW (with another windowing toolkit)?
5  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java Library written IN Java on: 2016-03-21 12:34:28
If I follow your reasoning, then you can't use the standard Java APIs. Moreover, if you're able to understand Java, you're probably able to understand a bit well written code written in C.

Do you know JavaOS and JNode? Both are operating systems mainly written in Java. The latter uses some code written in assembly language as writing a full Java stack is impossible.

Actually, it's possible to minimize the recourse to Java libraries heavily relying on native code (especially bindings) but it's impossible to use a 100% Java software stack to write a software.
6  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java Library written IN Java on: 2016-03-20 23:03:13

What is wrong with using "native code" under the hood? Java2D has some hardware accelerated pipelines (it has a software renderer too), OpenJFX / JavaFX too. Whatever you will create, you will rely on "native code". JOGL has its own windowing toolkit, it's mainly written in Java but it needs to communicate with the native windowing system somehow and it's the same for Swing and even more for SWT. Moreover, there are already several excellent 2D and 3D software renderers, 3DzzD is the fastest that I know. Why not spending your precious time in writing a game instead of writing another tool that you'll be mostly alone to use? What's the point of creating yet another library / engine / framework?
7  Discussions / General Discussions / Re: 135 gigs of assets available for the low price of $13 on: 2016-03-16 21:59:53

I'm not interested in those assets even though I'm unable to create better ones as I'm not a computer artist. I prefer using artworks under a free sharing license but I wouldn't blame a game creator who buys some assets even though using the graphics of another game doesn't make yours unique because I still find it more honest than using copyrighted content without the prior consent of the copyright owners.
8  Discussions / General Discussions / Re: Interesting proposals: Java 9 and beyond on: 2016-03-16 12:34:47
noctarius, it's still unclear to me how VarHandle and MemoryRegion drive sun.misc.Cleaner useless. How can I decide when I want to free the native resources used by a direct NIO byte buffer?
9  Game Development / Performance Tuning / Re: Full Screen Performance and Memory Consumption on: 2016-03-15 01:24:09

The Game don't consume so much memory(Only 180MB)
Do you seriously think it's not so much? Sorry, I don't want to be harsh. If you're worried about performance, don't use Java2D and replace your images by vectorized contents to reduce your memory footprint. For example, instead of storing 262544 (512*512) pixels of a single image, I store about 10000 triangles. Good luck.
10  Game Development / Performance Tuning / Re: Faster way to find primes? on: 2016-03-15 01:17:03
When it comes to such mathematical algorithms I never try to come up with an own algorithm.
I often have to write my own algorithms even though some more clever people are able to write more efficient ones than mine but because they are unable or they don't want to explain them precisely to the masses unlike me. For example, I had to write my own algorithm to solve this kind of problem:

I have found no robust implementation in Java that supports jagged arrays. When I don't understand a source code, I prefer not using it as if something breaks, I won't be able to repair it.

Thank you for the code Wink
11  Games Center / WIP games, tools & toy projects / Re: TUER: Truly Unusual Experience of Revolution, FPS using JOGL on: 2016-03-15 01:03:59

Sorry, I was heedless several months ago when I tried to fix the bug reported by N_I_C_S, I added the missing files into the fat JAR of the editor (JFPSM) but I forgot the fat JAR of the game:

I've just fixed my mistake and I'm currently uploading the bundles. The game should work anew under Windows. I'll add a screen capture into the documentation for Windows 10 users, Smartscreen prevents my game from running and you have to click on a button to show another button to run it despite the scary message. I won't pay the toll, I won't buy a "trusted" certificate.

I wrote a small program to convert the pixels of the frames (10 seconds, 60 frames per second => 600 frames) in the introduction state into as few triangles as possible. I was spending more than 2 days to complete but now it takes only 9 hours by detecting that the occupancy map of a color doesn't change. I'll implement another optimization so that it takes less than an hour to complete. I had to split my test into smaller unit tests. In my humble opinion, it helps a lot, it's more rewarding as you see that some parts of the code are working instead of seeing a single broken test and it's more readable. I still have to replace the moving cube by my animated mesh in the introduction state. After that, I'll try to implement the bloody screen, I will only need to extract the bloody frames, the rest will reuse the same mechanism than the introduction state.

GNU Mediagoblin has become terribly slow. I'll have to setup my own server to host my files later. I don't want to go back to Youtube.

Finally, better late than never, I have dropped my custom code conventions, now I use the famous Java code conventions and only spaces (no tabs) in Eclipse. Best regards.

2016/03/22: The test of the introduction state reimplementation seems to be working but its memory footprint is unacceptable to me. The previous implementation uses about 1 MB whereas this implementation uses about 180 MB. I'm going to keep the previous implementation for the introduction state despite the slowdown on a very few Intel GPUs but I'll use this mechanism for the blood.

2016/03/24: I'll have to implement a slightly different mechanism for the blood in order to use only about 2048 triangles per frame (about 13 MB, 30 fps, about 3.5 seconds).
12  Discussions / Miscellaneous Topics / Re: Realistic graphics -- how can it be achieved? on: 2016-02-18 13:03:17
Most importantly, is it possible for one person to do it within one year?
No. I advise you to stick to something viable to avoid a lot of frustration. Some people here told you that it isn't doable for a single person and I totally agree with them.
13  Game Development / Newbie & Debugging Questions / Re: How to load .obj file into JOGL program on: 2016-02-17 20:57:37
I remind you that there is already one OBJ loader in JOGL and there is another one in JOGL-Utils...
14  Discussions / General Discussions / Re: Best way to play sound? on: 2016-02-17 20:51:49

You can use Paul Lamb Sound Library with its codec for OGG and its plugin based on your favorite OpenAL binding.
15  Discussions / Miscellaneous Topics / Re: What's your "game dev dream" on: 2016-02-15 23:00:24

I've been realizing my dream since 2006 but it takes longer than expected. Maybe my game will be ready in 2026...  Grin
16  Games Center / WIP games, tools & toy projects / Re: TUER: Truly Unusual Experience of Revolution, FPS using JOGL on: 2016-02-04 10:30:09

I updated the source code of the alpha version yesterday so that it uses JOGL 2.3.2 as there are still a few developers using it. I haven't tested the screenshot feature but the other ones should work. This old version now uses the JogAmp fat JAR too, it simplifies the deployment a lot, the Ant script is a lot simpler.

I still have to modify the texture of the Peugeot 308 (the police car), I'm currently rewriting the introduction state as the updates of the texture seems to work slowly on some machines with Intel integrated GPUs and I'll reuse some code to make the blood flow on the screen when the player dies.
17  Discussions / General Discussions / Re: Oracle kills webstart on: 2016-02-02 12:08:34

I stopped using applets in 2006 and I dropped Java Webstart one or two years ago mainly because of the obligation of using "trusted" certificates even though there are some ways to work around this limitation as ziozio suggested. It's possible to obtain some free of charge "trusted" certificates but you have to renew them often and/or you have to provide something in return (sometimes filling some surveys).

Some Java developers use the free of charge and easy to renew "trusted" certificates provided by Let's encrypt with Jetty, it seems to be possible to use it with Java Webstart too, this is the least annoying solution that I have to suggest if you really want to go on using Java Webstart. Otherwise, consider IzPack, PackR, JarMatey, OneJAR, GetDown, JNDT (my own tool), ...

P.S: Java Deployment Toolkit is blocked in Mozilla Firefox, it helps to get the right version of Java for a user’s system. The current situation drives Java Webstart less usable as if you use it without JDT, it won't work if the right version of Java isn't already installed which often happens especially since Oracle installs a tool bar (from, Yahoo and now Amazon) by default.
18  Game Development / Newbie & Debugging Questions / Re: The requirements for creating an FPS camera setup in JOGL? on: 2016-02-02 11:52:46
I just ask because it's far easier to do what you want with an existing game engine.
By the way, JogAmp's Ardor3D Continuation, Java3D, LibGDX, JMonkeyEngine and Xith3D have a (official or not) backend based on JOGL.
19  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java Blend, Blender DNA fully implemented in Java with R/W file access - RELEASE on: 2016-01-06 14:18:17
gouessej: I'm generally not a fan of github, sourceforge etc. Who knows when they decide to modify their conditions? And, I have my own server, why would I put my stuff on a public server, where I have no control over it.
You can use a versioning system on your own server, using Git or Subversion doesn't force you to use Github or Sourceforge and I totally understand your concerns as I plan to move my own source code repositories from Sourceforge and Github into my own server on which I have full control. I'd like to be able to see quickly which changes you do which is less easy by comparing several zip files. I advise you to move the few things that mustn't be published out of your current repository and to drive it "public" (on your own server) but it's up to you to make a decision.
20  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java Blend, Blender DNA fully implemented in Java with R/W file access (beta) on: 2015-12-22 19:27:32
Why not separating what can be safely published from the rest?
21  Game Development / Performance Tuning / Re: Using the sun.misc.Unsafe class to do crazy stuff with the JVM on: 2015-12-22 16:31:25
The way to "use the pause" is to force the GC to run.  Otherwise it's outside of the programmer's control.  These are contradictory statements.
I advise you to read my comments once more. It's the right time to manage the memory on the native heap, which is up to the programmer.

Note that
really isn't the way to force a full GC.
I know that, it's just an hint, I'm able to read the Java documentation... "Calling the gc method suggests".
22  Game Development / Performance Tuning / Re: Using the sun.misc.Unsafe class to do crazy stuff with the JVM on: 2015-12-20 22:16:56
My "If you are starting to require memory management in Java, you should change languages" was more towards him making a game in Java, I feel like his going to be limited by other stuff before he gets limited by the memory management. He also has a lot more other things he needs to learn in OpenGL before he adds the use of Unsafe to manage his memory.
It's still up to you to manage the memory allocated on the native heap (not on the Java heap) typically used by direct NIO buffers. The original poster seems to know the JEP 260, I advise him to forget the Unsafe class and to use sun.misc.Cleaner until a replacement solution is provided. I explained all this with more details here.

In my humble opinion, forcing the garbage collection is a bad idea. If you don't keep references on useless objects, the garbage collector will do its job smartly most of the time. You can use the pauses in your game to make the most impacting cleanup.
23  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java Blend, Blender DNA fully implemented in Java with R/W file access (beta) on: 2015-12-20 22:03:23
Of course, I use a version control system, just not publicly for security and privacy reasons.
What do you mean exactly? I don't see the point.
24  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java Blend, Blender DNA fully implemented in Java with R/W file access (beta) on: 2015-12-17 23:50:19

My suggestions are these furthers:
  • Choose a license (I know that you plan to do it)
  • Use versioning (Subversion, GIT, ...)
  • Support input streams in BlenderFile (Have I missed anything?)
25  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java Blend, Blender DNA fully implemented in Java with R/W file access (beta) on: 2015-12-16 10:02:40

It might be very helpful in some 3D engines to implement import and export to Blender. I'm going to look at your source code.
26  Discussions / General Discussions / Re: SMF is falling apart. on: 2015-12-16 09:27:43
I'm suddenly unable to edit any post for no reason (I guess), I see « In padded room ». I post a very few comments these days, I'm very surprised. Feel free to delete this comment if it has nothing to do here.
27  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Good tutorials teaching how to use Nifty in LWJGL? on: 2015-12-13 11:53:39
NanoVG seems to require a lot more code than Nifty GUI to draw a widget :s
28  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Good tutorials teaching how to use Nifty in LWJGL? on: 2015-12-13 10:31:42

This one is a bit old:

Please look at the wiki.
29  Game Development / Newbie & Debugging Questions / Re: 3D Maths and OpenGL -- how and where do I get started? on: 2015-12-10 20:45:28
JavaFX uses software rendering, I'm pretty sure.
JavaFX/OpenJFX has several hardware accelerated pipeline including one based on Direct3D and another one based on OpenGL ES 2. There is a fallback based on Java2D which is the closest thing that you can consider as a code path using software rendering.

You shouldn't be trying to make a game with triple A graphics. If you're still learning it, steer away from 3D and stick with 2D. See what you can do with it and try to implement some common rendering practices like scenegraphs, deferred shading, and FBOs/Post Processing. You'll learn allot more than just trying to do a 3D project straight up.
I agree with you, trying to make a AAA game alone is a very bad idea especially for a beginner and trying to learn too much things at the same time is risky too.

I've learnt a fair bit of OpenGL now (instanced rendering, VAOs, VBOs, etc.) and the knowledge really helps me debug applications using APIs like JavaFX, which was built atop OpenGL.
JavaFX/OpenJFX is internally designed with hardware acceleration in mind but it's really obvious for those who don't look at its source code when looking at its 3D graphics API. However, its OpenGL ES 2 pipeline isn't bundled by default under Windows. Actually, JavaFX 1 was built on top of JOGL 1 and a contributor recently implemented an hardware accelerated pipeline for JavaFX 8 based on JOGL 2:

If you're trying to make a game with graphics like those in triple A games, I don't think you'd want to try doing the entire thing in plain OpenGL Tongue
I think that almost nobody here really aims to make a "game with graphics like those in triple A games" and I think that we have to start by the beginning.

OpenGL is pretty low-level, and sometimes I just give up on trying to create a 3D game in plain OpenGL. Making 2D games in OpenGL isn't a problem though.
Vulkan is even more low-level than OpenGL. Creating a game in plain OpenGL is doable but you end up by reinventing... yet another scenegraph API or something similar Smiley It's still a nice way to learn lots of things.
30  Discussions / Miscellaneous Topics / Re: Benchmark this JAR - yes, a Vangard demo! on: 2015-12-09 15:43:48
Hi gouessej... What is that? Some kind of dual core pentium?
EtmosCode is right, it's a Core 2 Duo bought in 2007.
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