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1  Discussions / Miscellaneous Topics / Re: There is no hope on: 2016-08-24 00:56:24
You're not forced to undergo those reviews. I prefer staying away from Google Play and Google Chrome Web Store, I even removed my game from numerous websites because I disagreed with the moderation. I understand that tons of end users don't even imagine that they can download and install softwares on their smartphones without those centralized "app stores" but this is what I'd like to change. Moreover, I don't see the interest of selling a game at the very reasonable price or giving it for free when you receive non-constructive bad reviews.

I agree with Catharsis. The "competition" is flawed when some games sell their users to advertisers because those users perceive those games as "free" whereas they aren't.
2  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JGLOOm - Loading Every File Format for Every OpenGL Lib* on: 2016-08-18 21:45:33
I'm concerned now about Vecmath libraries, as a lot of those libraries use a proprietary vecmath solution...
Proprietary? It's under GPL v2 with Classpath exception (i.e non viral):
https://github.com/gouessej/vecmath/blob/master/LICENSE.txt

What did you mean exactly?
3  Game Development / Newbie & Debugging Questions / Re: Getting null pointer trying to load texture with LWJGL 3 w/ runnable jar on: 2016-08-18 21:34:26
Seems like distribution is better suited for packaging everything into one executable file.
Do you plan to distribute your game as a single JAR despite the known limitations?
4  Discussions / General Discussions / Re: About The Mario Clone on: 2016-08-18 21:22:41
Gouessej, I think you see me as a guy who wants to sell something using copyrighted elements, but it's not the case at all,
my goal as i said is just to improve my development skills
That's why i posted it on a Java forum,  I just wanted to have feedbacks from experimented developers, discussions about patterns used to develop a 2D game ...

In addition if someone wants to adapt its sprites to the clone, why not Smiley

No I don't see you as a guy who wants to sell something, I respect the fact that you want to improve your development skills, I just claim that either a developer agrees with the licensing terms of an artwork or some code and (s)he can use it, or (s)he mustn't use it (even though I'd prefer everyone including big corporations to release their artworks under free sharing licenses), it's very simple, isn't it? It has nothing to do with commercial projects, selling anything, ... You can simply rename your game "Maryo" to avoid trademark infringement and you can release the source code of your game under an open source / free software license without the copyrighted content so that someone else can reuse your stuff, it's an excellent idea.
5  Discussions / General Discussions / Re: About The Mario Clone on: 2016-08-18 11:53:04
Links to downloads that contain copyright material arent illegal mr gouessej, only the content is illegal.
Quote from: gouessej
post aren't giant walls of text
Come on, they're practically essays.
TheMeatMan, numerous forums used mainly to share illegally copyrighted contents have been closed (in France too) whereas they didn't host the contents but only links to download them. I cannot explain and give numerous examples because you would accuse me of writing essays, this one (in French) is a pertinent example. DPStream and at least 16 forums used to share links to pirated contents were blocked and closed in 2013. You go on making false peremptory claims and please try avoiding to misspell my pseudonym.

Springrbua, I think that an artist who puts her/his artworks under a free sharing license might be happy to learn that someone uses them in a kind of Mario if the terms of the license are respected, this is what I suggested. Cloning a copyrighted game while insisting on cloning its copyrighted contents too is a bad idea to me.

ziozio, it's not only a personal risk as it involves JGO. Where is the limit concerning the authors and the copyright owners? If you don't want to respect the licensing terms of a content, don't use it, it's simple, do I need to write an essay for that?
6  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JGLOOm - Loading Every File Format for Every OpenGL Lib* on: 2016-08-18 00:13:25
What formats are used?
PLY, OFF, STL, Mathematica Graphics 3D, VTK, ...

Actually, if you separated the geometry storages used during the parsing (pure Java, no NIO at this stage) from the creation of meshes and nodes containing the data for OpenGL (typically the NIO buffers) and if you chose a math library widely used by several engines (for example Vecmath, used as is in Java3D, a variant used in Xith3D, another variant used in JogAmp's Ardor3D Continuation), those engines could use your stuff, maybe with a Maven plugin to adapt the imports, and you could use most of their loaders. However, it's up to you and I understand that you prefer using jAssimp.
7  Discussions / General Discussions / Re: About The Mario Clone on: 2016-08-17 23:56:10
I disagree with Springrbua, his project is public, he shouldn't use copyrighted materials and I suggested him some alternative solutions. Considering than some free art isn't "real art" is an insult to those artists who put their contents under free sharing licenses. I don't criticize his ability to program a game, I criticized his ability to respect the artworks' terms of use.

orange451, you don't respect me, my post aren't giant text of walls, I expose my arguments but ignoring them is easier for you. Don't be surprised if you don't understand what I mean.

I think that some artists refuse to help or work for developers who lack of respect for licensing terms in general. "People have been doing it for years" doesn't mean that it's right or fair, people can be doing something wrong for years. Using similar artworks under Creative Commons isn't the end of the world, come on.

In my humble opinion, no illegal content should appear on JGO but as I'm neither a moderator nor a person liable for this forum, it's not up to me to decide but I don't plan to give up.
8  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JGLOOm - Loading Every File Format for Every OpenGL Lib* on: 2016-08-17 12:55:27
LibGDX, JMonkeyEngine, and all the others are mainly game-engines, there's plenty of use for high-preformance java graphics outside of games (computer simulation is what I made it for, but it can also be used in, for example, data-visualization) JGLOOm is fairly lightweight compaired to the other graphics solutions.
Half of the scenegraph APIs I quoted aren't mainly for games. If the main "advantage" of your library is its light weight, you'll aim a tiny niche containing those who need more than just a set of bindings for OpenGL & OpenGL ES APIs and those who need less than a middle-level framework like LibGDX. This niche is already occupied by jReality and jzy3D. You talk about computer simulation and data visualization but I don't see numerous formats used in scientific visualization in your lists and unfortunately, as time goes by, there are fewer of them supported in major 3D editors like Blender (especially since its version 2.50). PLY and STL models can be converted into OBJ, it shouldn't be a problem. I see neither U3D nor Collada in your list.
9  Discussions / Miscellaneous Topics / Re: HTML/CSS Is Gross on: 2016-08-17 07:53:00
Hi

If you really want to use Java instead of HTML/JavaScript/CSS, you can have a look at HtmlFlow, JSoup, STJS, TeaVM, Bck2Brwsr, GWT, Apache Wicket, JSP, JSF, RIFE, Seam, ...

However, you'll need to really understand how HTML, JavaScript and CSS work to use those APIs.
10  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JGLOOm - Loading Every File Format for Every OpenGL Lib* on: 2016-08-17 00:35:28
Ecumene, your third link is broken.

Sorry for the dummy question but what is your target? Which developers should use your library?

Actually, you'll need at least a math library and you'll need to provide something to manage the hierarchies, this is already implemented in numerous typical scenegraph APIs, middle-level and high-level frameworks and toolkits. Who would choose your library rather than LibGDX 3D API, JMonkeyEngine 3, Xith3D, Java3D, Unlicense Lib, JogAmp's Ardor3D Continuation, ...? Moreover, lots of those APIs focus on a few file formats (Blender for JMonkeyEngine 3, Collada for the legacy Ardor3D, FBX for LibGDX) because it's better to support fewer formats very well than lots of format badly and there are numerous tools to convert 3D models. Some formats are better for long time storage and interchange but bad for use at runtime in a game, some formats are only good to be used with a particular editor and shouldn't be used for interchange or in games. If you support all 3D file formats, you'll end up with an API as complicated as those already available now, is it your aim?

Finally, I advise you to take some time to wisely choose a solution to support WebGL. GWT isn't the only available option. Bck2Brwsr doesn't have a WebGL binding yet but it supports the 2D canvas, it supports a larger subset of the standard JavaSE API than GWT and it's faster (3 to 10 times slower than Hotspot). TeaVM supports WebGL.
11  Discussions / General Discussions / Re: About The Mario Clone on: 2016-08-17 00:11:24
Considering Nintendo backs websites like The Mario Fan Games Galaxy which "steals" a lot of their art content, I don't really think there's a problem with Mario-clones at all.
Where have you seen that Nintendo backs those websites? Making false peremptory claims with wrong references doesn't mean that you're right. Just to be sure that there is no misunderstanding, "to back something" can mean the same thing than "to support something". The claim at the bottom "All Nintendo material is © Nintendo" ... doesn't mean that this website is allowed to use those copyrighted materials.

Also considering they are a software giant, most likely anything you create with their art wont distract from their products.
That being said, there was a complete unity-made Super Mario 64 remake which was silenced. Though, this was a giant project, and it still applies to what I wrote above.
Yes Super Mario 64 HD was silenced, I quoted it earlier but maybe you don't fully read my posts.

It's technically illegal, but no one cares. Nothing will happen to you. The worst that will happen is getting an angry gouessej, and that's already came.
You assume that nobody cares but I assume that illegal things have nothing to do on JGO, both for pedagogical reasons (what J0 explained, i.e the bad habit of using illegally copyrighted contents and infringing licensing terms) and for legal reasons (I assume that the people liable for this forum don't want to waste their time with handling DMCA/LCEN takedown/staydown notices).

Sorry to insist but tolerating this in general puts us into a vicious circle, not specifically when the artworks come from Nintendo. I discussed several times with some (computer) artists reluctant to participate to unpaid projects because of the lack of "respect" for their artworks. The more the developers take the bad habit of infringing the licensing terms of the artworks, the more the computer artists will be reluctant to help the developers, the more the developers refusing to create the artworks they need will infringe the licensing terms of the existing artworks, etc.
I suggest a virtuous circle: the more the developers are forced to use only the artworks they are allowed to, the more the computer artists will have some consideration for them, the less they will be reluctant to help the developers, the more the artworks available under free sharing licenses or specifically licensed to be legally used in some projects will gain visibility, the less the copyrighted artworks will be attractive and considered as unavoidable or "must have". This virtuous circle favours cultural diversity.

I understand the temptation of using the contents of your favourite games as J0 said but infringing the licensing terms isn't the best way of showing respect to the authors. Programming a game takes some time, creating nice artworks too, both deserve some respect.
12  Discussions / General Discussions / Re: About The Mario Clone on: 2016-08-16 11:48:17
Hi

I just think that even though it may be technically illegal, it's not really 'wrong' per say.
i really dont think Nintendo is being hurt by the mario clone
I don't disagree with you, I didn't write that I agree with very restrictive licenses. However, when I disagree with the licensing terms of the some contents, I don't use them instead of violating these licensing terms and no way I will never encourage artists and developers to violate licensing terms.

There is a difference between what is legal and what is legitimate. I respect the paternity right (attribution, telling who created the original work(s)) and the moral rights of the authors. I often find other restrictions abusive but I don't encourage people to violate those laws. In my humble opinion, if you really disagree with copyright laws, a much more constructive solution consists in militating against them. Moreover, infringing copyrights can harm others too, not only the primary infringer, it's a bit selfish to do that on a forum that you don't host yourself, it involves other people who might disagree with taking useless risks for yet another Mario clone.

, and it's really good experience for the deveoper.
It would be a good experience for the developer if he used homemade sprites or sprites made by someone else under free sharing license too. Using copyrighted materials isn't an obligation. There are tons of sprites under more acceptable licenses on many websites including OpenGameArt.org. Some games are included in the GNU Linux distros, it's a good source of sprites and models too (even for 3D).

I partially agree with EgonOlsen. If you use screenshots for a review, Nintendo must respect your right to inform, your freedom of expression. When you put Nintendo's artworks and trademarks into your own game, it's a completely different matter.
13  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JGLOOm - Loading Every File Format for Every OpenGL Lib* on: 2016-08-15 09:04:28
Perhaps take a look at assimp / jassimp or consider incorporating it:
assimp
jassimp
Why not looking at elect86's pure Java port of assimp? It's rudimentary now but if you encouraged him, maybe we would support much more formats Wink

Seriously, assimp is very good but I think that it's totally doable in pure Java without creating another binding, look at existing engines supporting tons of formats, especially JMonkeyEngine 2 (MD2, ASE, 3DS, ...), LibGDX, Xith3D (X3D, ...) Unlicense Lib (3DS, Blender, BVH, Collada, FBX, LWO, Maya, MQO, MS3D, OBJ, OFF, PLY, STL, TDCG, X, MD2, MD3, MD5, MDL, VTF, VTX, VVD, PMD, PMX, VMD, VPD, UNITY3D, XNA, ...) and JogAmp's Ardor3D Continuation (Collada + OBJ + STL + MD3 + MD2 available right now, PLY available soon).

Edit: Oh yeah... Check out glTF as a prime format to support!
It seems to be very trivial to support.
14  Games Center / Showcase / Re: Super Mario Bros - World 1 remake - Libgdx on: 2016-08-15 08:47:47
Nintendo isn't going to come after you. Look at www.mfgg.net it's the largest mario fan-gaming website around. Think they're creating original art for each of their games? No. Get that stick out of your butt goussej! Pointing

Sure it's illegal. No one should argue against that. The question is, does anyone care?

Literally everyone and their mother starts out by making fangames. This is a great project, and I hope you continue it! Smiley
I care. In my humble opinion, we shouldn't encourage the developers to violate copyrights and authors' rights in general and it's totally possible to make fan games with derivated artworks (which is what I suggested to franck06) instead of infringing copyrights. Would you be very happy if someone violated the terms of a license protecting your source codes or your artworks? Don't do to others what you wouldn't like them to do to you. Please don't derail his thread. If you want to question my arguments, do it here instead.
15  Discussions / General Discussions / Re: About The Mario Clone on: 2016-08-13 12:49:51
Hi

At first, you have to think about the territoriality principle, i.e find the law(s) of which countries are practicable.

Secondly, you have to check whether the involved countries signed the Berne Convention (it's trivial as almost all countries signed it), the Geneva convention, the Rome convention and others conventions of the World Intellectual Property Organization.

Thirdly, you have to determine the country of origin, often the country in which the content was published for the first time.

Fourthly, you have to find how the "fair" uses of copyrighted works are defined and implemented in the laws of those countries (the country of origin which often prevails and the country of the person using the copyrighted work).

Some countries allow to use some copyrighted works to inform people, in recent news, in parodies, in text and data mining. We speak about "fair use" or "fair dealing". There is no homogeneous implementation of those principles in the national laws, I admit that it doesn't ease anything for those who may wish to use copyrighted works.

Youtube has become particularly picky since the Content ID has been enabled. Numerous famous Youtube users who upload lots of videos containing copyrighted works prefer joining some networks. Those users share a part of their profits with them and they manage the juridical risks in return.

In my humble opinion, there is a clear distinction to do between copyrights and authors' rights, I find legitimate that an author chooses a license for her/his creations as long as it doesn't contain too much restrictions and I find legitimate that the people who'd like to use her/his stuff must respect the license, it's the same for the source code as I would certainly prosecute someone who would infringe the license of my source code.

If there is no license, consider that the artwork is copyrighted. As the right to inform is quite protected in numerous countries (mainly on recent news, it becomes more complicated for other news), you can use at least some parts of copyrighted works only for this purpose but I advise you to obtain the prior consent of the copyright owners in other cases.

I know that tons of websites take lots of risks but I advise you all to take no risk in your projects. Sometimes, the copyright owners wait for months or years before contacting you and/or sending a DMCA/LCEN takedown/staydown notice, which was what happened Pokemon Safari (Nintendo waited 10 years) and T.U.E.R (Sega probably waited for several months). Nowadays, the corporations take care of their rank in search engines. Trademark registration is very expensive, protecting the registered trademarks on the long term is crucial and very expensive too. Nintendo has a long story of closing tons of fan websites, websites of clone projects (fake Super Mario 64 HD, tons of Pokemon/Mario fan games, ...) and emulators' websites (snes9x, GBA4iOS, ...).
16  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JGLOOm - Loading Every File Format for Every OpenGL Lib* on: 2016-08-12 22:52:57
You're welcome.

Your utility to create NIO buffers creates only direct NIO buffers but you provide no mean of releasing their native memory. I advise you to read my answer on SO. My very last suggestion under a permissive license would allow you to solve this problem (I don't suggest you to use my source code as the license I use is incompatible with yours).
17  Games Center / Showcase / Re: Super Mario Bros - World 1 remake - Libgdx on: 2016-08-12 22:25:37
PS: gouessej, my project is just a kind of tech demo, I just wanted to discover Libgdx, I never thought that i would violate laws or something like this Smiley
I didn't claim that you intentionally violated the law but TheMeatMan's arguments are plain wrong. Some uses are covered by the "fair use", some others aren't. If you infringe both Nintendo's trademarks and Nintendo's copyrights in a game (illegal in all countries that signed the Bern Convention but each country has its own "exceptions"), expect a worse reaction than if you simply use some copyrighted contents to inform other people (which is legal in France in certain circumstances, see the article L. 122-5 of the Intellectual Property Code). I'm fed up with the principle according to which you should just go on as long as you haven't got caught. Why not simply replacing the copyrighted sprites by sprites under a more permissive license so that you won't have any problem on the long term and you won't encourage other developers to violate the copyrights? You can find here an example of Nintendo's reaction on copyright and trademark violation in French.

Frank, I won't derail your thread any longer. If some people wants to contest my claims, please create a separate thread.
18  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JGLOOm - Object Oriented OpenGL on: 2016-08-12 13:56:57
I see you support ImageIO for the image decoding. This is a project that creates its own plugins for the ImageIO repository

https://github.com/haraldk/TwelveMonkeys

They write the own versions of the standard supported image file formats and they extend to many other formats. I would give this a thumbs up for people to use, the plug in's are much better than the basic ones you get in Java (some of which have had no development for a very long time)


I confirm that TwelveMonkeys is quite reliable and efficient, some plugins support some image formats not supported by ImageIO (ICO, ...). However, it means that JGLOOm has no chance to load images where Swing and AWT aren't available unlike JOGL 2 which contains its own decoder for several image formats including PNG.
19  Games Center / Showcase / Re: Super Mario Bros - World 1 remake - Libgdx on: 2016-08-12 13:29:35
He'll be fine, calm down. He's not selling the game.
It has nothing to do with selling the game or not. I remind you that a 3D computer artist had (mistakenly?) suggested me to add a model of alien into my game which is free of charge in 2010. I didn't know that this model was copyrighted. Sega asked me to remove it several weeks later.

Hi,

i took all the sprites on www.spriters-resource.com
I just read the faq, and it's written
"These resources are collected for personal projects and non-commercial work."

I used it only for my personal project, which is learn libgdx and 2D plateformer game basis.

Are you sure i can't use it ?

You shouldn't take at face value a vague claim on the website spriters-resource.com.

Those sprites created by several Nintendo employees including Shigeru Miyamoto for the Mario and other related franchises are copyrighted artworks of Nintendo and its associates. If you use part of a copyrighted work under "fair use" or if you obtain special permission to use a copyrighted work from the copyright holder under the terms of our license, you must make a note of that fact (along with names and dates). You're French, aren't you? There is no fair use for us (in France), there are a few exceptions in the Intellectual Property code but they can't be applied for images in general, only for short samples of text.

Moreover, several Mario clones already had to do what I suggested (i.e replace the copyrighted contents by other legal contents).
 
P.S: You can replace the sprites of Super Mario by those of Secret Maryo Chronicles or Secret Chronicles (under SMC Contribution license unless otherwise specified). Maybe this can help.
20  Games Center / Showcase / Re: Super Mario Bros - World 1 remake - Libgdx on: 2016-08-12 12:58:26
Hi

Since I have no graphical knoweldge, I reused Super Mario All Stars sprites, and rebuilt world 1 of Super Mario Bros game (Level 1-1, 1-2, 1-3, 1-4).
It's illegal, you use some copyrighted materials without the prior consent of the copyright owners. Please replace those sprites by some others that you are allowed to use. The lack of graphical knowledge isn't an excuse to violate the laws. You can find some decent sprites under free licenses on OpenGameArt.org for example.

Edit.: By the way, it doesn't mean that I don't appreciate your technical success in the creation of a 2D platformer.
21  Discussions / General Discussions / Re: Why is Minecraft bad? on: 2016-08-11 09:26:12
Hi

I find this question philosophically inconsistent because "bad" tends to be subjective and the rest of of the question tends to assume that it's about a fact, something objective. I would rephrase the question: "why do some developers find Minecraft bad?".

I think producing a successful application and coding it well are a bit mutually exclusive.
Coding it well requires much more time but you win on the long term because it's more maintainable.

The main argument cited against mine craft's "bad code" is that it doesn't run well enough on some hardware. Sure they could spend a year improving the code (and introducing new bugs) but they could also just wait a year and CPU's and GPU's will just get faster anyway. You're far better getting the application out the door than endlessly rewriting working code.  

Most of the time you don't start off with the complete idea (or finished spec) for your application. You start writing with one idea in mind and the application slowly grows into something different. Do you completely stop and rewrite the code? I don't - if it's working then why change it? I do think you get better code with larger teams  as the code is seen by more folk but then you run into the problem that the application is designed by committee and it loses any originality. With larger teams you also get more managers and that tends to make aims more conservative as well.  In a team of one I honestly wouldn't ever look at code again once it was working.

Can't say I've ever played Minecraft though.
As far as I know, Minecraft dropped the support of OpenGL < 2.1, it's intentional. I don't blame Notch. Maintaining a project benefiting on the programmable pipeline while still being able to run with the fixed pipeline isn't trivial and is time consuming. However, I understand the end users' frustration. Intel dropped the support of Intel HD 3000 silently by providing a broken driver under Windows 10 : sometimes it's simply not the game developers' fault.
22  Discussions / General Discussions / Re: JGO App on: 2016-08-08 08:54:42
Hi

I'm strongly against TheMeatMan's suggestion. I think that the web is the platform. I assume that maintaining this forum is already a time consuming task for Riven and I prefer having a single forum available for everyone. I don't see what a software ("app") would bring in comparison with a mobile aware website, especially just for a forum. Ecumene's suggestion is a good compromise to me, it would allow anybody to make an unofficial "app" using a Rest API even though I'm still against the appification of the web.
23  Discussions / General Discussions / Re: Interesting proposals: Java 9 and beyond on: 2016-08-07 22:18:55
They arrive after the battle, I have already fixed T.U.E.R and JMonkeyEngine in the meantime  Grin

I hope that they won't change a lot the API.
24  Discussions / General Discussions / Re: Interesting proposals: Java 9 and beyond on: 2016-08-03 22:04:14
noctarius, I thought I read the JEP 260 carefully, can I get a java.lang.reflect.InaccessibleObjectException if I try to access sun.misc.Cleaner? Someone else got this exception when trying to access sun.nio.ch.DirectBuffer unlike me:
https://hub.jmonkeyengine.org/t/java9-incompability/36317

Please can you tell me how to use the class AutoClosing to run the cleaner without using the reflection API so that my source code will go on working even with Java 1.10? I'll have to look at OpenJDK's source code.

Edit.: sun.misc.Cleaner has been moved to jdk.internal.ref.Cleaner. The latter implements java.lang.Runnable unlike the former as I explained in my answer on StackOverflow.
25  Java Game APIs & Engines / Engines, Libraries and Tools / Re: I created game engine on: 2016-08-03 21:28:47
I use Eclipse but if you used Maven, Gradle or Ant, your project would work with most IDEs. Maybe I can contribute.
26  Java Game APIs & Engines / Engines, Libraries and Tools / Re: I created game engine on: 2016-08-02 22:17:16
Hi

Maybe I missed something obvious. Do you plan to support desktop environments too?

Keep up the good work, great job (even though I agree with SHC's remarks especially concerning the IDE).
27  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LibZ - 2D Java Game Library on: 2016-07-29 11:24:23
EDIT: Little unfinished demo Super Mario Bros remake
You should look at the Free Fall, his jump is weird.
28  Java Game APIs & Engines / OpenGL Development / Re: Major (3d) render rewrite - need pointers on: 2016-07-03 10:34:32
Hi

I advise you to drop display lists and to learn how to use VBO/VAO/UBO/... wisely. elect can probably show you some examples.
29  Games Center / WIP games, tools & toy projects / Re: TUER: Truly Unusual Experience of Revolution, FPS using JOGL on: 2016-07-02 18:48:44
Hi

  • There seems to be a problem with Mediagoblin. The videos might be temporarily unavailable. My Internet brick isn't ready for prime time yet.
  • The Java Webstart version of the pre-beta version is no longer available
  • JFPSM won't be available until I succeed in deploying it without Java Webstart
  • The Java Webstart version of the abandoned pre-beta version will become unavailable in a few days but its source code will remain available
  • I will probably use JNDT instead of Java Webstart for the alpha version too in order to completely drop Java Webstart
  • Red Hat provides OpenJDK 1.8 binary builds for Microsoft Windows, I wonder whether I will use them in order to switch to Java 1.8
  • I have become recently able to concentrate myself enough anew after a long time with personal troubles, I hope to implement a few features.

2016/08/06: I've just fixed Java 1.9 support, the deallocation helper was a little bit broken. I'm going to stop using Ant classloader task which is unmaintained, I'm going to update the documentation very soon.
2016/08/11: JNDT will rather produce a Windows installer based on NSIS instead of a MSI as there are already a NSIS script and an Ant task both working correctly under GNU Linux.
2016/08/13: The NSIS Ant task is available here, I modified it a little bit.
2016/08/24: I succeeded in generating some Windows installers under GNU Linux but I'll probably need your help to test them.
30  Discussions / General Discussions / Re: Interesting proposals: Java 9 and beyond on: 2016-05-14 15:48:43
It looks good. As long as it allows to manually release the native memory, it's ok for me.
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by BinaryMonkL
2016-06-13 21:20:42
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