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1  Discussions / Miscellaneous Topics / Re: Cheerpj: convert any Java application and library to a browser-based Web app on: 2017-07-26 21:39:00
I don't understand why I get an HTTP error 521 (= "the webserver is down, the origin web server refused the connection from Cloudflare") when trying to run the demos and when trying to use this extension.

P.S: I forced the loading of those two JS scripts and now it works:
2  Discussions / Miscellaneous Topics / Cheerpj: convert any Java application and library to a browser-based Web app on: 2017-07-26 15:30:59

Have you ever tried Cheerpj?

It converts Java applications or libraries into JavaScript, it claims to fully support all standard Java APIs including Swing and it doesn't require access to the source code.

There is a demo here but there's a temporary server failure preventing it from working. As it's based on OpenJDK, I expect it to be released under GPL v2 with classpath exception one day.
3  Game Development / Newbie & Debugging Questions / Re: Game "running out of memory" with 32-bit JRE's on: 2017-07-26 15:19:00
AdoptOpenJDK doesn't provide any installer yet whereas Azul does but as AdoptOpenJDK and Azul don't use IcedTea Web, there is no implementation of applets and Java Webstart in their JREs. I just wonder how those installers could be really useful especially if the main interest of those JREs is to be bundled. They don't show nasty ads unlike Oracle ones but a non technical user who would install Azul Zulu or AdoptOpenJDK would lose Java Webstart.
4  Game Development / Newbie & Debugging Questions / Re: Game "running out of memory" with 32-bit JRE's on: 2017-07-26 14:41:59
Yes I know that but the installers aren't very useful without applet and Java Webstart, are they?
5  Discussions / General Discussions / Re: JGO Twitter List on: 2017-07-26 14:40:15

I use Twitter a lot, would be great to follow what the JGO people are up code wise.
I stopped using Twitter several years ago because I disagree with its terms of use, it doesn't allow me to lodge a complaint in my country when something goes wrong, it sells my personal data, it has benefited of zero-rating which goes against net neutrality, it's not fully based on free software, I can't deploy it on my server unlike Mastodon, between 50 and 75% of the accounts are inactive or used by bots / zombies, there are other means of getting news headlines, it has a really lack of transparency in its moderation policy, I don't like centralized asocial networks administered by far-right-wing libertarians anyway, ...

By the way, another guy "reuses" my previous pseudonym on Twitter to say stupid things about water, wood, wind, ... My Russian skills are too low to understand his hare-brained ideas.
6  Game Development / Newbie & Debugging Questions / Re: Game "running out of memory" with 32-bit JRE's on: 2017-07-26 11:56:30
Azul provides some installers, this is more convenient for non technical end users but it's useless for programmers who want to put the JRE into their own bundles.

Do a lot of your end users still use 32-bit Intel computers?
7  Game Development / Newbie & Debugging Questions / Re: Game "running out of memory" with 32-bit JRE's on: 2017-07-26 09:39:50
Both have pros and cons. AdoptOpenJDK isn't governed by a single corporation that might be tempted to provide only non free of charge builds in the future, it has several sponsors, it passes the OpenJDK test suite and some other tests designed by the community. Its aim isn't to provide formally certified builds, its maintainers advise to get them from commercial providers. Moreover, I'm trying to convince some maintainers to provide 32-bit binary builds for Intel. I don't want to encourage planned obsolescence.
8  Game Development / Newbie & Debugging Questions / Re: Game "running out of memory" with 32-bit JRE's on: 2017-07-25 13:47:41

If you really plan to drop 32-bit support, maybe you can include the JRE in your game, AdoptOpenJDK provides prebuild OpenJDK builds for numerous 64-bit operating systems including GNU Linux, Microsoft Windows and Mac OS X.
9  Discussions / General Discussions / Re: RuneScape going mobil on: 2017-07-20 12:31:51
Actually, I misread the article I quoted as it states that NXT won't be supported on mobiles and tablets. Anyway, I don't think that it will use Java on mobiles as it will support iOS, not only Android.
10  Discussions / General Discussions / Re: RuneScape going mobil on: 2017-07-19 21:22:31
Maybe you should have read what I posted:
After the release of NXT, Jagex plans to phase out the use of the Game Client to free up resources to make further improvements to NXT, rather than continuing to maintain two clients. The timescale for phasing out the Java client will be based on beta data
11  Discussions / General Discussions / Re: RuneScape going mobil on: 2017-07-19 20:40:19

The current engine isn't written in Java:

Runescape used JOGL and JOAL more than ten years ago.
12  Discussions / Business and Project Management Discussions / Re: Licensing overwhelm, asking for advice on: 2017-06-26 11:25:10
Then, you can pick the BSD-2-Clause Wink

Yes, some people do it. I don't see how you would be prevented from using your own code.
13  Discussions / Business and Project Management Discussions / Re: Licensing overwhelm, asking for advice on: 2017-06-26 05:33:05
Maybe the 3-clause BSD fits into your needs:

Note that the copyright holder is retained in the notice. Is it enough for you?
14  Game Development / Newbie & Debugging Questions / Re: Should I find another 3d physics library? on: 2017-06-11 09:16:50

I feel like 120 tps should be fast enough to get rid of these kinds of issues. Obviously I know that with any physics engine if a body is going too fast it will go right through an object, but this speed with 120 tps doesn't feel right...
I'm not sure that you're right, it depends on the algorithms used in those engines, it shouldn't happen with continuous collision detection, it can happen when the discretization step is too coarse.
15  Games Center / WIP games, tools & toy projects / Re: InWar: Kingdom Rebirth on: 2017-05-18 10:28:41

It doesn't work on my main computer under Mageia Linux 5.1:
Exception in thread "LWJGL Application" java.lang.ExceptionInInitializerError
        at com.badlogic.gdx.backends.lwjgl.LwjglGraphics.setVSync(
        at com.badlogic.gdx.backends.lwjgl.LwjglApplication$
Caused by: java.lang.ArrayIndexOutOfBoundsException: 0
        at org.lwjgl.opengl.XRandR.findPrimary(
        at org.lwjgl.opengl.XRandR.ScreentoDisplayMode(
        at org.lwjgl.opengl.LinuxDisplay$
        at org.lwjgl.opengl.LinuxDisplay$
        at Method)
        at org.lwjgl.opengl.LinuxDisplay.init(
        at org.lwjgl.opengl.Display.<clinit>(
        ... 2 more
AL lib: (EE) alc_cleanup: 1 device not closed

However, XRandR works on it:
Screen 0: minimum 8 x 8, current 1920 x 1080, maximum 32767 x 32767
VGA1 connected primary 1920x1080+0+0 (normal left inverted right x axis y axis) 521mm x 293mm
   1920x1080     60.00 +  60.00    60.00  
   1920x1080_60  60.00*
   1600x1200     60.00  
   1680x1050     59.95  
   1600x900_75   75.00  
   1600x900_60   60.00  
   1280x1024     75.02    60.02  
   1440x900      74.98    59.89  
   1280x960      60.00  
   1368x768_75   75.00  
   1368x768_60   60.00  
   1360x765_75   75.00  
   1360x765_60   60.00  
   1152x864      75.00  
   1280x720_75   75.00  
   1280x720_60   60.00  
   1024x768      75.08    70.07    60.00  
   832x624       74.55  
   800x600       72.19    75.00    60.32    56.25  
   640x480       75.00    72.81    66.67    60.00  
   720x400       70.08  
VIRTUAL1 disconnected (normal left inverted right x axis y axis)

I use XRandR 1.4.3. What can I do to work around this bug?

P.S: It's caused by an unfixed bug of LWJGL 2:
Using the LWJGL 3 backend of LibGDX should solve this problem.
16  Java Game APIs & Engines / Engines, Libraries and Tools / Re: GLSL Language Parsers for Java? on: 2017-05-15 07:18:11

The author of Unlicense Lib probably knows the answer, you should contact him.
17  Discussions / General Discussions / Re: Project Panama - the JNI Replacement (slidedeck) on: 2017-04-21 09:10:30

At first, the Project Panama will be usable in production in several years and we'll have to wait for some more years for Android support. We have to go on using what already fits into our needs in the meantime.

Secondly, Project Panama might help to write Java bindings with a lot less boilerplate code and to get more contributors by lowering the difficulty (no or almost no need to code in C) but we already have GlueGen, it does the job, it supports Android, it's fast, it's fully tested. We need something flexible that we can adapt to our own needs. I'm not sure that Project Panama is flexible enough for us yet. If the performance of Project Panama is worse than those of GlueGen, it will be a no go.

Thirdly, I think that it might be useful for middle-level APIs targeting desktop and embedded environments but not Android. As a first step, I'd like to use it in some scenegraph APIs and 3D engines (typically to manage direct memory for textures, VBO, VAO, ...). When it's mature enough, maybe I'll try to convince the other contributors to use it a bit Wink
18  Java Game APIs & Engines / OpenGL Development / Re: GlBegin gives lag. on: 2017-04-21 08:44:16
Switch from immediate mode rendering to retained mode rendering (vertex arrays, VBO/VAO, ...).

Oops, it's already what the tiny link in the previous post suggests.
19  Games Center / WIP games, tools & toy projects / Re: TUER: Truly Unusual Experience of Revolution, FPS using JOGL on: 2017-04-20 21:49:58
Maybe it will work if you force the 64-bit mode:

If it's the opposite problem, open the game in 32-bit mode:

2017/06/26: I'll probably start moving the website into my low-energy server next month.
2017/07/18: I wrote this tutorial about self-hosting.
20  Games Center / WIP games, tools & toy projects / Re: TUER: Truly Unusual Experience of Revolution, FPS using JOGL on: 2017-04-20 18:31:25

I've seen this thread for a long time and I've wanted to play your game, but I cant seem to find a running version of your game. The Mac version on your website seems to be an outdated app that isn't compatible with a modern macOS.
Which version of Mac OS X do you use? jmaasing tested under OS X 10.11 and it worked. I don't understand why you claim that the Mac version is an outdated app whereas it's simply an OS X application bundle. I know that OS X 10.12 hides the "Anywhere" option in Gatekeeper but you should be able to run my game anyway. As far as I know, OS X 10.12 still allows to package a software as a disk image and as an application bundle. Maybe I'm missing something obvious as I haven't tested it under OS X 10.12, how can I help you?

P.S: This might help under Sierra (OS X 10.12):

P.S 2: This solution is less scary:
21  Games Center / WIP games, tools & toy projects / Re: TUER: Truly Unusual Experience of Revolution, FPS using JOGL on: 2017-04-19 22:23:30
Hi elect

Thank you for the reminder.

The website of my game will probably move to a new location in May, its source code, its images and its videos will follow. If I can't afford some complementary protection of my intellectual property, the new website will be used as a backup until my financial situation allows me to go to the next step. My own low-energy server works correctly, the main problem comes from my ISP that provides fixed external IP addresses to non professional customers at a very high price and that blocks the default port used by SMTP. I could work around this limitations by using a VPN. I've had too much problems with Sourceforge. Actually, I'm very happy to have my own piece of Internet entirely under my control  Grin  The problems of hosting and with Subversion on Sourceforge were discouraging. Finding some time to work on my game is difficult, being unable to commit for hours is demotivating.

I still have to improve the accuracy of the new abilities implemented in the artificial intelligence. The way the soldier turns is still unnatural :s After that, I'll have to allow him to go forth, the game will become a bit more challenging and a little bit less boring.

JNDT still relies on a forked version of Apache Commons Imaging, I plan to switch to Twelve Monkeys ImageIO and to port my conversion code from Apache Commons Imaging into javax.imageio, it seems to be a lot more viable on the long term especially since an Apache contributor rejected my contributions.

I have to fix some bugs in JOGL 2, we would like to release JOGL 2.3.3 this year and I'd like to use it in my game of course.

Best regards
22  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Ongoing project: Type-Safe access to ByteBuffers on: 2017-03-22 23:18:54
You don't talk about GlueGen.
23  Game Development / Newbie & Debugging Questions / Re: JMonkeyEngine on: 2017-03-17 23:21:51

Since it's all in Java and not a wrapper around C code, there's no manual memory management like some other engines seem to have.
It's not entirely true. Actually, it's not a wrapper but it uses several bindings to benefit of hardware acceleration and there is a little bit manual memory management if you don't want to lack of memory on the native heap as the direct NIO buffers aren't allocated on the Java heap:
24  Games Center / Showcase / Re: Maze of Bad Emojis on: 2017-02-07 16:23:41

Why does your game require Adobe Flash Player? Kongregate asks me to install it.
25  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Advantages of Ant? on: 2017-01-26 18:58:28

I find Ant very flexible, it's like a portable equivalent of Makefile. Maven requires to follow a lot of conventions, it works very well when you're straight in the road but it may become a nightmare when you have to do something noticeably unusual. Gradle has the best of the both in my humble opinion. I use a lot Ant and it's sometimes difficult to migrate away from it. I wrote my own tool to create native self-contained application bundles with it, it can be hardly ported to Maven or Gradle.
26  Discussions / General Discussions / Re: Animation Model format - LWJGL 3.1 on: 2017-01-02 15:27:07

As I said in the first post, I'm using  this approach to learn so I'm trying to code as much as possible without use a lot of APIs.

Read my reply again:
There are tons of importers in various scenegraph APIs, you can use them as sources of inspiration too.
I don't advise you to use them, I advise you to use them as sources of inspiration to understand how their developers solved numerous problems that you'll have to solve too and I remind you that you asked us whether there is any Java library to work / load models.
27  Discussions / General Discussions / Re: New Year Resolutions -- 2017 on: 2017-01-02 14:58:41
if (girlfriend != null) {
    if (girlfriend.getCupVolume(ManufacturerDesignStandardBraSize.FR) >= 90B) {
    } else //FIXME this should never happen
        // no way, not enough for a good t**** f***
        girlfriend = null;
        sex = 0;
} else {
    //TODO How can this be possible?
try {
} catch (final CopsInActionException ciae) {
    // sorry, there is no plan B
if (spareTime > 0) {
if (uselessNewYearResolutionsEnabled) {
    try {
    } catch (final InsufficientMotivationException ime) {
         // maybe it will work in 2084 :)
    } catch (final UnsupportedOperationException uoe) {
         // you don't even know me, I'm too lazy
    } catch (final NotEnoughCroissantsAndCoffeeException) {
         if (croissantProvider.getRemainingCroissantCount() >= 1) {
             // no moldy croissant please!
             if (croissantProvider.getCountry() == "USA") {
                  try {
                  } catch (final IndigestionException ie) {
             } else {
28  Java Game APIs & Engines / Java 3D / Re: Using JOGL with QtJambi on: 2016-12-27 16:16:31

The questions specific to JOGL should be asked on the official JogAmp forum.
29  Java Game APIs & Engines / Engines, Libraries and Tools / Re: LWJGL uses wrong graphics card on: 2016-12-16 14:44:54
What about that?

On systems with more than one GPU it is desirable to be able to
      select which GPU(s) in the system become the target for OpenGL
      rendering commands. This extension introduces the concept of a GPU
      affinity mask.
30  Discussions / General Discussions / Re: Animation Model format - LWJGL 3.1 on: 2016-12-07 20:18:26

gLTF (GL Transmission Protocol)...
No, it's rather "GL Transmission Format":
glTF™ (GL Transmission Format) is a royalty-free specification for the efficient transmission and loading of 3D scenes and models by applications. glTF minimizes both the size of 3D assets, and the runtime processing needed to unpack and use those assets. glTF defines an extensible, common publishing format for 3D content tools and services that streamlines authoring workflows and enables interoperable use of content across the industry.

There is no "best" format for animations and it depends on the kind of animation (key framed or skeletal). JavaBlend is a nice API to manipulate Blender models. There are tons of importers in various scenegraph APIs, you can use them as sources of inspiration too.
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List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
2017-03-02 08:44:05

SF/X Libraries
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2017-03-02 06:38:56

SF/X Libraries
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2017-03-02 06:38:32

SF/X Libraries
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2017-03-02 06:37:51 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
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