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1  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Announce Pure Java HIDAPI on: 2014-10-20 11:46:38

Good job. Please add a license file into your project so that there is no doubt about it. Usually, we put a LICENSE.txt file into the root directory of the project.
2  Game Development / Newbie & Debugging Questions / Re: Programming an online top-down game for newbies - Questions on: 2014-10-19 14:26:21
I'd like to hear your honest opinion!
Stick to Java, use LibGDX and forget Unity which is less reliable across platforms.
3  Games Center / WIP games, tools & toy projects / Re: [J2DMonopoly] Free unfinished monopoly clone (Polished graphics) on: 2014-10-17 14:54:43

Monopoly is a trademark of Hasbro and you shouldn't use copyrighted contents without the prior consent of the copyright owners even for a free game.
4  Game Development / Newbie & Debugging Questions / Re: [JOGL] Unable to Draw a Square on: 2014-10-17 08:12:31
Not sure how to set it up in JOGL
glOrtho in JOGL 2
5  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Dwarf 2D - Java 2D Game Libary on: 2014-10-16 09:33:03
Just a few advices:
- The first letter of the classname should always be uppercase
- Some classes (including GLSL) abuse of static methods and would be difficult to subclass
- Some classes (including Camera) would deserve a better Java documentation
- Use your library for your own games but don't "promote" it until it can compete with existing "better" libraries (especially LibGDX)
6  Game Development / Newbie & Debugging Questions / Re: Exporting Slick Game without JarSplice on: 2014-10-15 13:20:03
Shameless self-promotion  Grin My zipped .app file works like a charm under Mac OS X (it contains a JRE too), my (DEB and RPM) GNU Linux packages will probably work in a few weeks and my MSI packages will work in some months under Windows. I use LibGDX Packr + JDeb + Redline RPM + Apache POIFS + Apache Commons Imaging + Ant. It is 100% cross-platform, it means that you don't have to be under the targeted OS to build your packages (even the .icns icon file for Mac). It is very flexible, you can choose to use the system JVM (then modify the native launcher or replace it by a simple script) or to put your own JRE into your packages. You can find some information about my attempt here and in the Ant script of Truly Unusual Experience of Revolution┬«.

In my humble opinion, it will become much better than existing solutions based on executable JARs because it is highly possible that the OS will know how to open my native packages and no web browser will mess with them whereas when I download a JAR with Firefox under Windows, it wraps it into another JAR, it breaks it Sad Sometimes, the default archiver tries to open the JAR instead of allowing Java to run the game  Sad My solution works very well with JogAmp and/or LibGDX as is but it needs a tiny supplementary effort to modify the Java library path if you use some native libraries.
7  Games Center / WIP games, tools & toy projects / Re: GNetLib V0.0.0.2 (A Simple Java Networking Library) on: 2014-10-14 09:59:53
I have browsed kryonet's source code and it's pretty big compared to mine
Please don't tell me that your library is better because it is smaller. As long as a library is modular, becoming big isn't a concern.
8  Discussions / General Discussions / Re: Worried on: 2014-10-10 21:37:46

Actually, learning another language is a nice reminder... It reminds you why you love Java  Grin It's like having some bitter sweet memories after dumping a woman or a guy too quickly for superficial reasons, you end up coming back when you realize than your new girlfriend or your boyfriend is worse... When I used C++ in my previous job, it reminded me why I prefer Java  Roll Eyes except that I used C++ because I was forced to do so, I had no choice.
9  Game Development / Newbie & Debugging Questions / Re: MD2 loader on: 2014-10-09 21:16:19
Don't reinvent the wheel:

This importer has already been ported to Java several times...
10  Discussions / General Discussions / Re: What is wrong with reinventing the wheel? on: 2014-10-08 13:45:51

In my humble opinion, reinventing the wheel is acceptable for learning purposes, it allows to understand some concepts, how things work internally. It can take a lot of time. Therefore, you should wonder how deep you want to go and evaluate your priorities before doing it.

I've found an extremely poor first person shooter on Sourceforge recently (yes, poorer than mine) and I am annoyed because its creator has the "not invented here" syndrome and he overpraises his tiny editor. His source code is almost fully undocumented, his software renderer is extremely slow, you have to extract a directory to make it work, he is proud to claim that he uses neither OpenGL nor Java 3D. Sometimes, some people should keep cool and humble. When you start from scratch, your wheel might be a lot worse than existing ones and then I agree with some people here, I'm annoyed by those who overpraise their unfinished libraries to attract newbies with the risk of making them waste their time and discouraging them, they should rather ask them to contribute, it would be more honest.

If you build a "better" wheel, then it won't just consist in reinventing the wheel and it can be a step before switching to an even better wheel. For example, I stopped developing a piece of wheel for my own engine and I preferred developing "wheels" for engines with a larger user base, this is more useful for the community. We have to think about effort duplication too.
11  Games Center / WIP games, tools & toy projects / Re: GNetLib (A Simple Java Networking Library) on: 2014-10-08 11:10:49

Which features not already implemented in Kryonet does your library provide?
12  Discussions / Miscellaneous Topics / Re: [news] Windows 10 (9) on: 2014-10-05 18:25:19
It's time to incinerate it & start from scratch.
I feel better now  Grin

I just remind a few people here the existence of Wine and PlayOnLinux.

I'm forced to use Windows at work. I spent almost 10 weeks to work around a bug and a known limitation of several Intel OpenGL drivers under Windows. When I install the official Git client, it installs MinGW with Msys, the bash console is fine but still less good than the Terminal. I'm under Mageia Linux at home, I'm very happy with it, I find it more reliable and easier to use than Ubuntu, especially for newcomers. Sorry to contradict some people here but when Windows freezes, it's not always because of hardware problems. "you'll never find software incompatible with it" is plain wrong, I'm sure that it's possible to find softwares not compatible with Windows.
13  Discussions / General Discussions / Re: How do you come up with ideas for games? on: 2014-10-01 20:53:11

Some of my inspiration comes from other existing games too, I don't try to reinvent absolutely everything, some basic elements of the gameplay are inspired of some games, especially Turok 2 (body shrinking, ...), Golden Eye 007 (weapon reloading by moving them down and up, the bloody screen) and Doom. I think that the reality of the world is a huge source of inspiration for me. Actually, I don't tell myself "I want to make a game, I have to look for ideas". I had a drawing to do for my homework in 1999, the very last drawing of the school year. I wrote "TUER" (it means "to kill") in the middle and I drew people killing themselves by several ways. Between 1999 and 2006, I became a student unionist and a political activist, I had to do another homework, a big semester project for the university, TUER became T.U.E.R (=Truly Unusual Experience of Revolution®).
14  Discussions / General Discussions / Re: Are Java applets really "dead" for indie developers? on: 2014-09-23 21:32:00
So essentially what I am getting from all of these posts is "Java applets are dead. Use something that would compile to JS like GWT"?
Mine is a bit different, I suggest a second option which is still viable and JavaFX already provides something similar except that it adds another nasty constraint: you have to build the native package on each platform you target:

LibGDX is pleasant to use and it has several backends. I have never used the one based on GWT but it could be a nice solution to allow you to "jump" from HTML5 to GWT or back to real Java but still code in Java Cheesy

Edit.: HTML5 allows to write fullscreen applications too, some kinds of game are really weird to play within the web browser (especially those that doesn't need a mouse cursor, for example first person shooters), the end users accept more easily to install something in this case.
15  Discussions / General Discussions / Re: Are Java applets really "dead" for indie developers? on: 2014-09-22 19:56:08

Generally you sign an applet by purchasing a certificate and using that to verify your identity, but you can also sign it using a free certificate- but for that applet to work, your users have to change their Java security settings.
As far as I know, you can make "untrusted" self-signed certificates by yourself for free of course (even though they are almost useless now with the default security level) but it is still possible to get a "trusted" certificate for (almost) free too with Certum.

Processing also offers an approach to working in Java and deploying to JS, with 3D (WebGL) support -
WebGL still has some performance problems, most of them haven't gone since I wrote this article. I used OpenJSCAD today under Windows with an Intel Q35 Express and a NVidia Quadro 600, the frame rate wasn't stable even when displaying the first very basic mesh at the beginning.

The applets are going to become completely unusable soon when several major web browsers will drop NPAPI, the Java Plugin will become completely unusable. Forget Java Deployment Toolkit, applets and Java Webstart.

Kevin's tool seems to be fine and well documented.

JogAmp already supports something like Damocles' suggestion, it was showcased at FOSDEM.

Actually, as most major organizations behind the web browsers decided to banish plugins on the long term even though it doesn't solve any security concerns, it just moves them elsewhere, Java can survive only with Bck2Brwsr & Co. (Java to JavaScript solutions) and as a second class citizen in standalone applications startable from the Web. The problem is that the second option might disappear too Sad The first option isn't very attractive on my view because JavaScript isn't as portable as Java, I don't want to have to debug my code on tens combinations of OS + browser.

Personally, I just put my fat JAR into a native self-contained application bundle with a VM (OpenJDK). I made it work under Mac OS X, I still have to work a bit to do the same under GNU Linux (very easy, all building blocks are ready) and under Microsoft Windows. If the major web browsers and operating systems become completely parano in order to force us to pay the tolls and use the app stores, my solution will become less interesting even though it's still possible to sign the bundles.
16  Game Development / Newbie & Debugging Questions / Re: Libgdx: Gradle build problem ; any1 experience with this? on: 2014-09-21 14:37:49

Please follow the instructions given in the message: "Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output". Then, we'll have some information to help you.
17  Discussions / General Discussions / Re: Microsoft to buy Mojang for $2 billion? on: 2014-09-18 20:43:41
The opinions of millions of misinformed strangers trickle through in your personal life, I suspect.
especially when they know your full name, where you live, where you work, ...
18  Discussions / General Discussions / Re: Microsoft to buy Mojang for $2 billion? on: 2014-09-17 14:21:43
@Damocles I disagree with you, capitalism isn't implemented in every brain, some people can pay attention to a project even though they pay nothing for it and a bad paid game can be forgotten too.
19  Discussions / General Discussions / Re: Microsoft to buy Mojang for $2 billion? on: 2014-09-15 20:18:18
I can also understand leaving a project behind that became "unreal" in terms of popularity.
Not everyone wants to stand in the spotlight, being followed by paparazzi to the loo.
Being famous leads to pressure, only people who really look for attention can bear standing in the spotlight for a long time whereas the loss of privacy it causes is difficult to live for an healthy person. Notch is still healthy, it's a good piece of news.
20  Discussions / General Discussions / Re: Microsoft to buy Mojang for $2 billion? on: 2014-09-15 19:33:15
Yeah I hope he can go do what he wants to now, but I fear it may be difficult to escape the notoriety, at least for a while.
Notoriety isn't a trip, it's not something that you can take and leave once for all, he can return to a more peaceful life but he can't rewrite the History, he can't erase Minecraft. I'm impatient to see its Doom renderer based on WebGL/Dart even though he wrote some unpleasant comments about TUER (my game) several years ago.
21  Discussions / Community & Volunteer Projects / Re: Community Project - Migrate Matrix Api (java) To OpenCL ( JOCL ) on: 2014-09-15 11:52:49

Please can you indicate which JOCL you plan to use as there are 2 projects called JOCL? Are you going to use JogAmp's JOCL?
22  Games Center / Cube World Projects / Re: Open source cube world projects on: 2014-09-10 13:52:17
Minecraft won't do me much, I'm pretty new to the LWJGL scene in general so I don't think I'd be able to learn too much with the deobfuscated code.

Some great tutorials here about how to render blocks/chunks would also help me a lot.
You asked a question about higher level wrappers above OpenGL last month, why don't you give a try to the voxel engine based on LibGDX or ArdorCraft (based on JogAmp's Ardor3D Continuation)?
23  Games Center / WIP games, tools & toy projects / Re: Nano-platformer, a really basic platformer for teaching purposes on: 2014-09-09 20:22:15

I have just read this class:

You should rather quote this bug report, it would be better to explain why you call Thread.sleep():
24  Games Center / Cube World Projects / Re: Voxel-Based Engine Using Game on: 2014-09-09 11:33:29

After talking with a couple people in the tech industry, I've come across the realization that it's never good to have multiple classes accessing the OpenGL stream. So in short, the rendering must be done in the main class or only in one class.
Accessing OpenGL from multiple threads is possible but there is no guarantee that it works reliably everywhere. The rendering can be done in multiple classes as long as they don't try to make the OpenGL context current on several threads. Call all your rendering methods directly or indirectly in GameLoop.render() or Screen.worldRender() and it will work.

At first I attempted to use the Executor Service style, but that didn't turn out well. All I ended up doing there was implementing a way for chunks to save ASYNC when you make block changes (previously it didn't save your changes to the world).

So, now realizing I very likely won't be able to offset my calculations needed for rendering, it brings up a new question I'm unable to answer and was hoping someone might have an idea: How could I render ONLY the blocks I am able to see? Or just render enough blocks, not excess. (Currently I'm rendering all blocks next to air within the 9 chunk's square around me. (my current chunk and the 8 surrounding chunks, which is about 4000 blocks rendered per chunk in a 16x16x64 world (generated using a SimplexNoise))

The second question then;
And what would be a good method of implementing the loading of the new chunks as I move into another chunk (assuming it always has the 9 square chunks in memory)?

Sorry if I'm too vague, but this is really starting to drive me nuts, everything I try is just making the game run even slower!
Are you sure that the bottlenecks are those computations? Do you plan to use view frustum culling in order to render only the blocks you have a chance to see?
25  Games Center / Cube World Projects / Re: Open source cube world projects on: 2014-09-09 10:49:36
Even if they did, it is really hard to learn from "completed code" and even harder, if it is such a big game. It would take weeks or even month to find and understand the parts, even if the code is clean. 
The ancestor of my main game (written by Vincent Stahl) is composed of 4 classes, I took me several weeks to understand it a bit and the source code is quite dirty. I admit that understanding a completed code can be very hard for a beginner. That's why I suggest to use ArdorCraft. There are 3 working examples in ArdorCraftAPITest, a very basic example, an intermediate example and the most complete example, it allows to understand the concepts step by step. Those examples are designed for learning purposes. Terasology is a lot better and richer than ArdorCraftAPITest but in my humble opinion, it seems to be harder to understand.

I think it would be a lot easier to read a few tutorials, which often contain some code parts, and then try those things out. 

Anyways: In the Libgdx Tests, there is a VoxelEngine (
Thank you, it's an excellent example.
26  Games Center / Cube World Projects / Re: Open source cube world projects on: 2014-09-08 13:48:59
Why not using ArdorCraft?
You can find a working example here.

27  Game Development / Newbie & Debugging Questions / Re: New Skype Group, a Boiling Pot To Share Dev and Ideas - THE GUILD OF JAVA DEV on: 2014-09-07 13:15:59
We already have an irc chat as well
Where is it?
28  Discussions / General Discussions / Re: Can a Single Developer Create a Big Game? on: 2014-09-07 13:06:57

Starting by working on small projects first is a good idea. It allows you not to get discouraged because of you planned to do something too ambitious and you realize that you cannot succeed. It's a way of splitting a big problem into smaller ones easier to solve Smiley You learn step by step.

Actually, you're talking about several aspects in game creation, not only game programming and you're insisting on game contents and gameplay. I think that it's hardly doable alone, there are a very few people with a very large skillset. You can focus on programming a big game alone if and only if you already have enough experience and ask some help for computer graphics, it's a lot more viable. Personally, I have been working on Truly Unusual Experience of Revolution® since 2006, it is very time consuming, I can just be a "customer" of APIs, I have to contribute to get the job done even though they are already very good. If I were you, I would slowly increase the difficulty and then I wouldn't have a impression of preparing something big, I would just know that I'm going to do something a little bit bigger than my previous project. If you feel that the step is big, maybe you should use several smaller steps to reach your aim(s).
29  Game Development / Newbie & Debugging Questions / Re: LWJGL 3D I want to create a 3d game on: 2014-09-06 20:58:10
Would some sort of voxel engine be possible in LibGdx? I've only seen basic 3d animations from others.
The 3D API of LibGDX seems to be mature but less complete than the one of JMonkeyEngine and JogAmp's Ardor3D Continuation. Its 3D API isn't a scenegraph API. I think that it's possible to write a voxel engine with it but it's probably not the best tool for this purpose and why using LibGDX whereas in this case Ardor3D or JogAmp's Ardor3D Continuation makes a better job thanks to ArdorCraft with a specialized API? Mythruna is a RPG of the same graphical style than Minecraft, it's based on JMonkeyEngine 3. Actually, if you start creating another Minecraft-like game with an engine with no specialized API, you'll have to write this API by yourself whereas if you use ArdorCraft, you'll start directly with a working demo which will be a lot more motivating, won't it?

EDIT: I left LWJGL after VBOs, I can't understand the 3D.
VBOs aren't very difficult to understand and why do you conclude that you don't understand the 3D? Actually, you can understand the principles of 3D computer graphics without understanding VBOs and vice versa. VBOs are just a mean of using the retained mode.
30  Game Development / Newbie & Debugging Questions / Re: LWJGL 3D I want to create a 3d game on: 2014-09-06 17:41:28
I was responding to DarkCart's suggestion of going low-level without a reason.
Sorry. I don't see why going low-level would be interesting except for learning purposes... or to implement new features in any LibGDX backend Smiley Understanding how OpenGL works can be useful when using APIs based on it, especially when it doesn't work as expected but I think that some developers still think that they have to free themselves from APIs :s In my humble opinion, writing boilerplate code isn't very interesting.
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