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1  Java Game APIs & Engines / Java Sound & OpenAL / Re: EasyOgg nowhere to be found. on: 2015-05-04 13:40:11
I recommend Paul Lamb Sound Library. It has a codec for Ogg. It has several backends for desktop environments, I use its JOAL plugin unlike Minecraft.
2  Game Development / Newbie & Debugging Questions / Re: LWJGL 3D Collision cannot work out on: 2015-05-04 13:37:10
Hi

You should look at the source code of my game as I use the same kind of level and my rudimentary system of collision detection works. I create 3D levels composed of orthogonal walls from 2D images:
http://svn.code.sf.net/p/tuer/code/alpha/main/GameModel.java
3  Discussions / General Discussions / Re: Need halp (help) testing native binaries on Mac and Linux on: 2015-04-29 09:59:52
Hi

Why not helping us to fix the remaining bugs in PackR? This one is annoying me:
https://github.com/libgdx/packr/issues/29

@nsigma I should look at the Netbeans launch script, thanks.

Not sure if you looked at the somewhat hidden link in my reply above - it's a blog post I wrote on how the Praxis LIVE package is built - Packaging as a .deb
JNDT can create DEB packages too, it relies on JDeb.
4  Discussions / General Discussions / Re: Need halp (help) testing native binaries on Mac and Linux on: 2015-04-26 09:53:07
Sorry for my lack of accuracy. I convert both images into .ico and .icns in Java and Ant with my contribution to Apache Commons Imaging. Moreover, I tested the script under Mac OS X 10.6.8 a few months ago and a JogAmp contributor tested it under OS X 10.10 (Yosemite). Finally, JNDT supports a fallback on a precompiled binary launcher (from PackR) which is helpful if you're not satisfied by the script. You can modify them if you want to rename the Java command. I don't need to use Launch4j to make it work. I'm very happy because I can target an operating system without installing it on my machines, it's not the case when using some platform-dependent tools.
5  Discussions / General Discussions / Re: Need halp (help) testing native binaries on Mac and Linux on: 2015-04-24 13:29:20
theagentd, why don't you look at my stuff? I use some Java code to convert images into ico format and it's under a permissive license in the project Apache Commons Imaging:
https://github.com/gouessej/commons-imaging/commits/trunk
I use Ant to call my code. Don't reinvent the wheel, you're gonna solve once again the same problems than some developers including me had in the past, i.e with BASH_SOURCE:
http://stackoverflow.com/a/246128

I haven't tried it (I also don't have a Mac) but packr says it supports .apps.
I used PackR before writing my own tool (JNDT). I confirm that it works very well with Mac OS X >= 10.8. Our tools work very well under GNU Linux, Mac and Windows. Mine is a bit less documented. You can use Wix toolset to create a MSI file, feel free to use my template (work in progress):
http://stackoverflow.com/questions/29748422/how-to-create-a-msi-windows-installer-for-a-java-program

Note that PackR is able to minimize the JRE, you can still do it by yourself. Using Oracle Java instead of OpenJDK is less permissive, look at the Oracle Binary Code License Agreement.

Have you ever used javapackager?

Good luck.

Edit.: Some working native self contained application bundles I made.
6  Discussions / General Discussions / Re: What do you think of Greenfoot? on: 2015-04-17 11:59:49
Hi

Why do you claim that GreenFoot is an advanced version of Scratch? The latter is so easy that even 7-year-old kids can use it. I love Java but I prefer recommending Scratch. Moreover, I'm not sure that GreenFoot is available in several languages.
7  Discussions / General Discussions / Re: Where can I find fast spatial querying? on: 2015-04-16 18:43:18
Hi

Mads, you've just reminded me that I have to work on portal culling and I've found this open source (permissive license, BSD) library in C++ which I can partially port:
http://www.visualizationlibrary.org/documentation/pag_guide_portals.html

Coming here is almost always a pleasure, thanks to all.
8  Discussions / Business and Project Management Discussions / Re: [PAID] Looking for Java consultant on: 2015-04-13 15:02:05
Hi

Maybe this and this can help. Good luck.
9  Game Development / Newbie & Debugging Questions / Re: Running jar files on Linux on: 2015-04-07 08:41:24
OpenJDK JDK 1.8 RPM packages are called java-1.8.0-openjdk-devel. I use LibGDX occasionally under Mageia Linux 4 with OpenJDK 1.8 and I have no such trouble. Your trouble comes from a (fixed?) bug (or a known regression) in your library:
http://forum.lwjgl.org/index.php?topic=4085.msg22081#msg22081
https://bbs.archlinux.org/viewtopic.php?pid=975456#p975456
10  Discussions / General Discussions / Re: Does Internet cost matter to you? on: 2015-04-07 08:26:42
Actually, net neutrality matters to me, I don't want to pay much more to use some subsets of Internet.
11  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java Universal Model Importer (JUMI) - Early Alpha on: 2015-04-04 11:00:42
IAFAK jMonkeyEngine 3 does not support Collada to any extent.
Someone tried to contribute but his plugin is no longer maintained Sad

It does not seem to be a big problem since many jME-developers use Blender and make the conversion in Blender. Then export to OgreXML or save as blend-files.
It becomes less straightforward when you want to edit existing models whose formats aren't supported by Blender. Since its version 2.50, tons of importers have been dropped and even Collada isn't fully supported especially when exporting actions/animations. Blender Python API changes very often which drives the maintenance of external scripts very hard especially for someone with a little experience in Python :s

I think many developers have a similar pipeline, i.e. you read models into a modeling tool, touch up and make them fit the game/game engine you are using. So I would suggest to O.P. that one necessary step in having people adapt a new file format is that there must already be high quality exporters for popular modeling tools. Writing importers isn't that big of a deal in your own code compared to not having an exporter for e.g. blender, maya, make human et c.
As far as I know, many computer artists use several tools to take advantage of all their features, the interchange formats are very important and the blend format isn't a long term storage format, it is the format of an editing tool. OpenGEX has an excellent support of the most used modelers.
12  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java Universal Model Importer (JUMI) - Early Alpha on: 2015-04-02 11:39:11
Based on the above and your other comments, perhaps instead of creating my own JUMI format, would it be worth adopting an existing format such as GLTF and look to create a library that can read from a series of formats and export to a choice of existing runtime formats, and/or change the JUMI structure to mimic that of GLTF for manipulation through code? That would appear to resolve a number of issues around trying to push a "better" format, duplication of existing engine structures like materials etc.
In my humble opinion, it's an excellent idea, just choose the format to mimic very carefully, GLTF is a good candidate, OpenGEX too as it has some importers for Blender, Maya and 3D Studio Max. It depends on what you want to achieve. Look at this document, especially the page entitled "gltf pipeline - overview". If you'd like to create a tool that targets the engines, choose gltf. If you'd like to create a tool that targets the modelers and some engines, choose Collada or OpenGEX. As far as I know, the Blender OpenGEX exporter exports the actions/animations unlike the Blender exporter that only exports the very first key frame Sad Collada is known to be bloated but it is very capable. Your architecture should support the common subset of features in OpenGEX and Collada. There is already a tool to convert the models from Collada to gltf. You could start by implementing a very simple WaveFront OBJ exporter and pick Collada and/or OpenGEX later.

The problem is that JMonkeyEngine 3 supports a very few formats (OBJ, Blend, OgreXML), I don't know exactly how well it supports Collada. JogAmp's Ardor3D Continuation supports Collada 1.3. LibGDX supports Collada in fbx-conv. That's why Collada seems to be a good candidate to me.
13  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java Universal Model Importer (JUMI) - Early Alpha on: 2015-04-02 09:21:54
Will you be supporting IQM? By far the best (super subjective).
IQE seems to be a bit easier to support. Excellent suggestion. Thank you.
14  Discussions / Miscellaneous Topics / Re: What Anti-Virus are you using? on: 2015-04-02 09:13:58
Hi

When I'm forced to use Mac OS X, I don't use any virus scanner.

When I'm forced to use Microsoft Windows, I use Kaspersky (proprietary, not free of charge) at work and preferably Clamwin (open source, free of charge) elsewhere. I use Spybot against the spywares.

I don't use Clamav under GNU Linux yet, it could be useful to avoid being an healthy carrier of viruses targeting Windows. In my humble opinion, if you don't want to get any virus, use carefully a computer under GNU Linux. I have always been occasionally bothered by viruses under Windows even though I don't go to dangerous websites. I have been very seriously infected only once but even Kaspersky could do nothing for me. Malwarebytes Antirootkit can be useful too.
15  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java Universal Model Importer (JUMI) - Early Alpha on: 2015-04-01 15:24:25
they only need to parse the JUMI format (which will be thoroughly documented) because JUMI itself will worry about the specifics of FBX, OBJ, MD2 etc.
Ok but an interchange format (like U3D, OpenGEX, xbuf, Collada) doesn't have the same constraint than a runtime asset format (GLTF). Then, you'll have to make a decision.
I talked about using your library as a source of inspiration for engines because I thought that in this case, using the abstractions of an engine reduces the overhead. Actually, you will write lots of classes that we typically find in a 3D framework or engine. In my humble opinion, as a programmer responsible for engine support in the JogAmp community, I would be reluctant to put a third party library into an engine knowing that there is a lot of duplication.

Obviously that's a big undertaking, so for now I'm just working on one format at a time. What I would like help with is understanding what the data should look like for animation. I understand the basic concepts of skeletal animation, but I could really use some help designing a data model that people will instantly recognise and is intuitive.
There is an example of model using skeletal animation here.

Then I'd just convert whatever animation system the source format uses to that bespoke design. For older formats that don't use skeletal animation (like MDL, MD2 etc.), JUMI would probably represent the keyframes as morph targets.
Take care of basing your design on something flexible enough to support several formats. Designing a "better" format to use as an intermediary is very difficult too. Collada has become very complicated, especially since its version 1.4.

PS: I also want to handle exports too. By using that single data structure, it should then be easy to reverse the process and write back into any of the supported formats.
You're right, this is what I did in JogAmp's Ardor3D Continuation to export the meshes in WaveFront OBJ. I'm just a bit worried because some projects like MeshLab and Assimp are very time consuming, lots of people work on them. JMonkeyEngine 2 supports lots of formats but some importers weren't correctly maintained. Why would you succeed in doing something that numerous motivated developers failed? I don't try to discourage you but I see some pitfalls in your plan.

To sum up, if you don't succeed in convincing the developers to use your "super" format (similar to the approach of OpenCTM), you'll have to convince them to embed your library as is (similar to the approach of Assimp). If you fail, it will still be a good candidate to implement a viewing application similar to MeshLab but you can't compete with 3D engines and frameworks developed by numerous developers except if you're a genius. In my humble opinion, sticking to something less ambitious is more viable, for example by avoiding to design a "better" format than the Khronos Group, Adobe and the others, and by keeping your library extremely lightweight so that you have at least a vanishingly small chance to convince engine maintainers to use it (a very few Java developers use their own engines in 3D applications on the long term).

Another solution consists in contributing to those middle and high level APIs instead of working on a separate library. The developers of Unlicense-lib would be very glad to get some help to support much more formats. JogAmp's Ardor3D Continuation is still compatible with ardor3d-openctm...
16  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Java Universal Model Importer (JUMI) - Early Alpha on: 2015-04-01 13:12:23
Hi

A standalone JAR is enough for me especially if JUMI has no dependency, otherwise I advise you to use Maven, it would ease the use of your library.

Numerous engines support the WaveFront OBJ format and LibGDX fbx-conv supports FBX as its name implies. In my humble opinion, writing a parser for Collada is difficult and you should support a lot of formats if you want to drive your library really appealing. Assimp and OpenCTM can be good sources of inspiration. You can find some importers written in Java (MD2, MD3, MD5, LWO, ASE, 3DS, STL, PLY, Collada, Blender, Maya, BHV, MS3D, OFF, Ogre, X, ...) in Unlicense-lib, JMonkeyEngine 2 & 3, LibGDX, JogAmp's Ardor3D Continuation, Java3D, JOGL-Utils and Xith3D.

Someone else works on jassimp, maybe you could work together.

Your library can become a good source of inspiration to write importers for engines too (if you succeed Wink ). Do you plan to implement the export too (for example to convert a single frame of a MD2 into an OBJ file)?

FBX is very famous and widely used but it has no public specification, it isn't well defined, it is changing. Is it a good idea to focus on it?

Please consider supporting OpenGEX!
http://github.com/Simsilica/jogex
http://github.com/Benjamin-Dobell/libopenddl

Maybe xbuf might be useful too.
17  Game Development / Networking & Multiplayer / Re: Orbit Framework on: 2015-04-01 12:21:06
looks like an implementation of Microsoft's Orleans in Java.
You're right:
Quote
is heavily inspired by the Orleans project
http://orbit.bioware.com/orbit-actor-overview.html
18  Games Center / WIP games, tools & toy projects / Re: TUER: Truly Unusual Experience of Revolution, FPS using JOGL on: 2015-04-01 12:14:04
Hi

I will upload the updated self-contained native application bundles of my game before the end of the week, it contains a very few changes:
  • The correct version of JOGL is loaded even though an older version (< 2.3.1) is installed, it's very useful under Mac
  • A subtitle is displayed during the introduction
  • The automated native library loading no longer fails in some particular cases under Windows

I have spent a lot of time in cleaning a part of the source code dealing with the factories. When it's done, I will improve the system of collision detection in order to manage much more complicated levels. I'd like to improve JFPSM too in order to extract and put each key frame into a separate file. I still hesitate in using OpenGEX instead of Collada.
19  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.
20  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.
21  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.
22  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
23  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"?
24  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:
http://stackoverflow.com/questions/10998264/command-line-parameters-with-jarsplice

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.
25  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:
http://ninjacave.com/jarsplice
http://stackoverflow.com/questions/10998264/command-line-parameters-with-jarsplice

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.
26  Game Development / Newbie & Debugging Questions / Re: How to instal Java 8 over 7 on: 2015-01-07 22:20:36
Hi

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:
27  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:

@gouessej

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.
28  Game Development / Newbie & Debugging Questions / Re: How to instal Java 8 over 7 on: 2015-01-06 09:39:31
Hi

I suggest you to put the JRE into your game instead of using the one installed on the system.
29  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
30  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.
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