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1  Discussions / General Discussions / Re: Mobile Version of Forum on: 2014-07-31 00:37:58
The currently supported embedded YouTube videos ought to be enough, right?
If you exposed somehow the html5 markup, webm support would allow me to embed my videos from GNU Mediagoblin here. Anyway, I can post links.
2  Discussions / Suggestions / Re: Pre-WIP section on: 2014-07-30 22:38:21
orange451, you already posted some screen captures, you don't seem far from a demo, am I completely wrong?
3  Discussions / General Discussions / Re: Mobile Version of Forum on: 2014-07-30 22:36:22
Nothing is optimal, every human creation is perfectible but is it worth the effort?
4  Discussions / General Discussions / Re: Mobile Version of Forum on: 2014-07-30 22:33:23
I vote against this suggestion. The current version seems to be satisfying even on my smartphone.
5  Discussions / General Discussions / Re: So... state of the art 3D "engines" in Java on: 2014-07-30 21:47:21
For outdoor environments I'd focus on octree partitioning with an emphasis on texture / geometry streaming and further tessellation for enhanced detail. For indoors / non-destructive you simply can't do better than portal/bsp/pvs to my knowledge. One could still support some level of streaming & dynamically loading BSP and other data for expansive indoors environments.
Some scenegraphs support cells and portals, JMonkeyEngine supports BIH trees:

jKilavuz can be used with JPCT to compute portals and "sectors":

IsoSurface demo uses JMonkeyEngine 3:

I don't find it ugly.
6  Games Center / WIP games, tools & toy projects / Re: FPS Engine on: 2014-07-30 19:56:11
You should add a gun and some sound Grin

There are some free guns here:

You can find some free sounds on

Nice demo, keep up the good work.
7  Discussions / General Discussions / Re: So... state of the art 3D "engines" in Java on: 2014-07-30 17:58:56
Then, what is it? JMonkeyEngine showcase
Most of those listed there are tech demo's, using old engine code, abandoned, unfinished or WIP's.
More than half of them are using JMonkeyEngine 3. None are abandoned as far as I know. A few of them are WIP. Boardtastic, Fleshsnatcher and 3079 aren't unfinished. The only pure tech demo is ArdorCraft. Spaced is unfinished but already very complete, it's much more than a tech demo.
8  Discussions / General Discussions / Re: So... state of the art 3D "engines" in Java on: 2014-07-30 17:05:18
Oops, you're right, sorry Longor1996. I took the wrong image.
9  Discussions / General Discussions / Re: So... state of the art 3D "engines" in Java on: 2014-07-30 16:47:24
The development of the above mentioned 3d java engines aren't really driven by any (or many) actual products or companies that use them.
Then, what is it? JMonkeyEngine showcase

Fleshsnatcher uses JMonkeyEngine too (its author is registered here Wink ).

and this? A few games using Ardor3D
10  Discussions / General Discussions / Re: So... state of the art 3D "engines" in Java on: 2014-07-30 16:17:23
Huh What does this have to do with what I said?
However, people still likes to think that Java is a slow language and it is a common thing to troll Java developers with such statements.
If they don't know your game is written in Java, they can't complain  Grin
11  Java Game APIs & Engines / Java 2D / Re: Graphics2D.drawLine() wrongly draws the first (or the last) point on: 2014-07-30 15:34:51
I hope I won't have to fix it by myself. Nobody answered me on the OpenJDK Java2D mailing list  Sad

Yes I can use an ImageIcon or draw in a BufferedImage and draw this BufferedImage in the right side of the tab.

I don't want to stop using Swing, I don't want to spend several months in porting JFPSM to another API Sad (even though LibGDX Scene2D seems to be really cool).
12  Java Game APIs & Engines / Java 2D / Graphics2D.drawLine() wrongly draws the first (or the last) point on: 2014-07-30 14:55:31

I draw a diagonal cross in the right side of each tab in a JTabbedPane and as you can see, there is something wrong:

It seems to be reproducible only on a very few GNU Linux distros with OpenJDK. Please can anybody run some of the test cases we posted in the bug report below?

It's not reproducible with Oracle Java. I reproduce this bug under Mageia Linux 4 with OpenJDK 1.7 update 65 but someone else doesn't reproduce this bug with the same version of OpenJDK under Fedora Linux 20 and 21.

Best regards.
13  Discussions / General Discussions / Re: So... state of the art 3D "engines" in Java on: 2014-07-30 14:37:25

JMonkeyEngine3 appears to be quite old and the result of many chefs, and supports all sorts of daft legacy rendering paths making it far more complicated than maybe it should be.
Huh JMonkeyEngine 3 isn't old. It is entirely shader based even though there are still some separate renderers based on the fixed pipeline which are unknown by most JMonkeyEngine users.

Ardor was sadly abandoned.
Renanse abandoned Ardor3D but I still maintain a subset of this engine. However, I have to admit that it isn't a "trendy" engine with a large community. It's robust but currently not very modern even though some advanced features have been implemented (and you disagree with my "unorthodox" ideas about game programming anyway).

Xith and Java3D are ancient.
I'm not sure whether Xith3D is still maintained. Java3D is still maintained but yes, it's not modern, it's far less capable than the 2 first engines you mentioned.

I'm looking at (specifically) how awesome Unity is. Plonk a camera here, drop a shader there, drop in a 3dsmax model and mask of bits of animation etc. It's great (although not exactly performant).

I was wondering what the current thinking is on 3D engines' design might be these days. Back in the day there were basically 2 main approaches: there was your generic "scene graph" based on hierarchical nodes, and there were specialised sorts of engines that did stuff like "indoor environments" and "outdoor environments" and such. I seem to recall that everyone pooh-poohed scene graphs as being the thinking of a diseased mind (not sure why, someone could maybe explain).

After all you clever sorts have explained the state of the art to me maybe we'll get on to discussion of the next bit, which involves Java.

I find Goo Engine (& Goo Create) interesting. Too bad its API is in Javascript. LibGDX has a 3D API too.

I confirm what delt0r wrote, some scenegraphs are used in CAD softwares. Sometimes, some corporations prefer their homemade ones :s

@PandaMoniumHUN End users aren't always aware of the use of the JVM in a game especially when it doesn't use the one of the system.
14  Game Development / Newbie & Debugging Questions / Re: StateMachine, Java Generics issue on: 2014-07-29 15:15:09
Why not using Fettle API?
15  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Shader libs? on: 2014-07-29 15:05:19
And for loading shaders into java objects, I don't mind you cheating off my implementation (It's not finished, but its working):
Your code goes a lot less farther than the usual shader code / program / state abstraction implemented in some engines and in JogAmp.

Shaders might be used with hardware accelerated implementations of Java2D based on OpenGL but not the build-in one. However, it defeats the purpose of something "pure Java, no libs".
16  Game Development / Shared Code / Re: XML Reader Classes on: 2014-07-28 10:34:31
Why not just use Unity then?
When you create something yourself, you learn loads more.
That's what several people here expressed, creating something yourself even though there are already some libraries that do the same is interesting mostly for pedagogical purposes, the interest depends on where you are and where you want to go as I explained here.

Edit.: This is a simple example that uses JAXB:
17  Games Center / Android Showcase / Re: [Free][No Ads] Endure on: 2014-07-27 21:41:08

Thank you for mentioning that your game doesn't contain any ads Smiley Is it possible to download it without using Google Play Store?
18  Java Game APIs & Engines / OpenGL Development / Re: VBOs on: 2014-07-26 10:01:05
@thedanisaur Which graphics card do you use? Which driver? 26 FPS to draw 45000 vertices is even worse than what I obtain with my former "old" graphics card (ATI Radeon 9250 Pro, OpenGL 1.3). In my humble opinion, there is something else that slows down your application.

Do you use static VBOs (GL_STATIC_DRAW) for things that don't change as HeroesGraveDev suggested?
19  Games Center / WIP games, tools & toy projects / Re: TUER: Truly Unusual Experience of Revolution, FPS using JOGL on: 2014-07-26 01:31:40

Please can some Mac OS X users give it a try?

This is a zipped Mac OS X application bundle created with Packr. It should work with Mac OS X 10.7 and later. It crashes with Mac OS X 10.6.8. Sorry, it's a bit big.

Edit.: jmaasing has just confirmed that the Mac application bundle is now working. It doesn't work with OS X 10.6.8 but it should work with 10.7.3 and later which is better than nothing. I have no Apple ID, this bundle isn't signed. I did the following mistake:
- vmargs in Packr expects forward slashes instead of dots to delimit package names (dots are used inside the manifest)
- the root directory "" must be kept with the ZIP archive (I use "prefix" with zipfileset in the Ant script)
- the launcher file must remain executable after putting it into a ZIP archive, I have to force the file permissions when creating the ZIP (I use "filemode" with zipfileset to do it)
I don't need to buy a Mac  Grin   I reimplemented Packr with Ant, it still works, I only kept its native launchers Smiley I'm going to add a nice picture to "encourage" Mac users to run my game, I know some people here might dislike my sense of humor.
20  Game Development / Newbie & Debugging Questions / Re: Runnable jar doesn't play WAV formats on: 2014-07-25 18:47:09
It's possible to read and play sound files within a JAR without extracting them, this is what I do in my own game and it works flawlessly.
21  Discussions / General Discussions / Re: BrickBroken2 ? SLDT's GameEngine ? on: 2014-07-25 13:54:26
You do not understand that my game engine had been created to be used only in a networking way ; no files already on the hard disk. I just needed to remake everything. In plus that engine were included and hardly coded into BrickBroken. I took about weeks to remove security systems i made before. I had made so many hided security systems, at the point of if you try to start it on another game it would crash because the game program .jar is not valid... So i needed to remake the whole engine. Only RenderEngine has been extracted. Other classes had been remade from scratch.
If changing the way files are loaded requires to change tons of things in the engine, it might mean that there was a serious problem in the design. For example, there are only a very few lines of code to write in order to load a file from a JAR instead of loading it from a remote file system when using some known 3D engines like Ardor3D and JMonkeyEngine.

My game engine features are in one word SIMPLICITY, no complicated things like Slick2D.
If Slick2D is complicated for you, I worry about your intellectual ability Clueless I don't want to be harsh but when you understand some basic concepts behind Slick2D (states, game containers, ...), you can quickly use it. Good luck.
22  Discussions / General Discussions / Re: BrickBroken2 ? SLDT's GameEngine ? on: 2014-07-25 13:07:40

Yuri6037_1, why would I use your black box? If you publish the JAR and the Java documentation, please publish the source code as well (and clearly mention the license).

You can say what you want about this or this new project, i will make it if i receive enough asks.
Your last sentence seems to be very weird. What are you looking for? Gratefulness?

i deleted the source code.

So, this night, i just began thinking again about that, and i've got an idea.
Because now, SLDT's GameEngine has been extracted from BrickBroken and compiled into external jar, and because of massive changes on the game engine, maybe it's possible to make a BrickBroken2 that will not need launchers...

Indead, i found a way a long time ago, now this way works on SLDT's GameEngine. So it means that the game ressources can be directly included to the root folder of the application. So no longer need of any external download.
Where is the challenge? Do you realize that putting some files into the root folder of the application isn't extraordinary?
23  Games Center / WIP games, tools & toy projects / Re: [MAC OSX] JarBundle - A simple jar bundling application on: 2014-07-25 10:53:33
@orange451 Do you use hdiutil (to make a DMG file)? It's possible to make an icns file in Java:
Look at the method writeImage(final BufferedImage src, final OutputStream os, Map<String, Object> params).

I don't know whether you are interested in making your tool work with other operating systems. Personally, I hate being forced to use a Mac to create a Mac application bundle for a Java application.

Moreover, Packr puts a JVM (OpenJDK) into the bundle, it's really great because fewer Mac users have Java installed and it allows to work around the bugs caused by crappy or obsolete Java libraries installed as extensions. Implementing this option isn't very difficult, you just have to download an OpenJDK build, unzip it in the right subdirectory and modify your launcher in order to use it instead of the system JVM.
24  Games Center / WIP games, tools & toy projects / Re: FPS Engine on: 2014-07-25 10:30:55
shouldn't crash on mac or other linux distros anymore
It was probably reproducible under Windows too. I'm sure that the OS wasn't the culprit, only quite "tolerant" drivers accepted your shader as it was. I'll give it another try when I'm at home.

Edit.: I've just tested it a few minutes under Windows 7 64 bits, Nvidia Quadro 600. It works correctly. You said that there is no shooting yet. I advise you to read this discussion about collisions in FPS. To sum up, if you need a quick and dirty method to implement the shooting, just use rays, otherwise use multisampling (a posteriori discrete collision detection, easy to implement but expensive) or a priori continuous collision detection (harder to implement but more accurate, more efficient most of the time, supported by some physics engine). I quoted some articles in the thread above, I hope it will be helpful for you. Anyway, you can use the LibGDX 3D physics Bullet wrapper, maybe it is already the case.
25  Discussions / Miscellaneous Topics / Re: A rant on OpenGL's future on: 2014-07-24 21:28:21
Roquen, please can you elaborate?
26  Games Center / WIP games, tools & toy projects / Re: [MAC OSX] JarBundle - A simple jar bundling application on: 2014-07-24 20:36:24
@orange451 It is possible to build a GUI above an existing library.

@SHC Does your stuff support very recent versions of Mac OS X?
27  Discussions / Miscellaneous Topics / Re: A rant on OpenGL's future on: 2014-07-24 20:34:28
It's doable because what seems to be evident or factual for some people here can be neither evident nor factual for someone else.
28  Games Center / WIP games, tools & toy projects / Re: [MAC OSX] JarBundle - A simple jar bundling application on: 2014-07-24 20:22:17

Why haven't you used existing projects like those ones?

I haven't still tested the APP file I generated with PackR...
29  Games Center / WIP games, tools & toy projects / Re: FPS Engine on: 2014-07-24 20:18:43

Where is the source code? Maybe it can help to solve orange451 's problem :

Good luck.

Edit.: I have the same error under Mageia Linux 4 64 bits, IntelĀ® 963Q Express.
30  Java Game APIs & Engines / OpenGL Development / Re: VBOs on: 2014-07-24 13:08:40
VertexBufferObjects are the "newest" and Recommended type to draw but the FASTEST is the (old old) DisplayList.
This is rarely true even on hardware made in 2004 compared to static VBOs and tons of drivers have broken display list implementations. You forgot to mention compiled vertex arrays Wink Display lists are sometimes faster on tiny sets of data (less than 10 primitives). In my humble opinion, writing readable and efficient code is easier with VBOs and vertex arrays.
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