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1  Games Center / WIP games, tools & toy projects / Re: AWTEngine2D WIP | A 2D Engine using only AWT Canvas on: 2014-07-05 00:43:14
Hi

Because the only real way I am able to render without using openGl is using AWT Graphics, the performance is not superb, however I believe I have made it render as fast as it is possible without an external library.
Actually, by default Java2D may use one of its (badly optimized) hardware accelerated pipeline (OpenGL or Direct3D/Direct2D under the hood). I understand you're not a big fan of external libraries but GLG2D contains an optimized implementation of Graphics2D based on JOGL (JogAmp), it might be useful to get better performance with extremely minimal changes.
2  Discussions / Miscellaneous Topics / Re: Integrated Graphics on: 2014-06-30 17:26:49
Or if you're on nix, you can define which card to use in some X startup file. I forget the name, it's been a while since I've messed with it.
This file is named xorg.conf as far as I know.
3  Java Game APIs & Engines / JInput / Re: Input doesn't work in Ubuntu 13.10 on: 2014-05-23 00:00:07
I've submitted a pull request to the repo.
Where is your pull request?
4  Discussions / General Discussions / Re: Fewer end users? on: 2014-03-27 14:14:55
I see two remaining problems:
- If I don't want to have any trouble with virus scanners and OSes, I'll have to sign my game on each platform (Apple Developer ID certificate, Microsoft Authenticode, <add your next toll here>)
Care to elaborate? What would you need to sign precisely that Oracle hasn't already signed?
Since Mac OS X 10.8, Gatekeeper prevents you from installing an application coming from Internet by default, I have to update the instructions to install my game as I said here:
http://sourceforge.net/p/tuer/tickets/3/

When you package your application as an .app file signed with an Apple Developer ID certificate, it "might" work without having to modify those settings.

Those companies want to make us pay, they just create some tolls. You have to pay so that they allow you to execute your code on their systems, you have to pay for "trusted" code signing, "trusted" time-stamping and/or using their market places. Some developers claim that you have less risk of false positives with virus scanners when using Authenticode but I'm sure it's wrong.

If you work around their tolls, one day they will find a way to force you not to do so, that's what happened mainly under Mac. If tons of developers move from Java Webstart to fat JARs or executables, Apple, Microsoft and the others will find a way to make us pay.
5  Discussions / General Discussions / Re: Fewer end users? on: 2014-03-27 13:08:08
@gimbal I assume you're talking about the compact profiles, nice feature Smiley

I see two remaining problems:
- If I don't want to have any trouble with virus scanners and OSes, I'll have to sign my game on each platform (Apple Developer ID certificate, Microsoft Authenticode, <add your next toll here>)
- How can I manage automatic updates?
6  Games Center / Showcase / Re: SvgExe: Tool for Creating Standalone Self-Extracting Jars on: 2014-03-27 12:37:13
The LWJGL mention was completely accidental, just because I copied and pasted the LWJGL tutorial to create the JOGL tutorial because the process is almost identical. Fixed now!
Thanks.

I went with a directory layout that's slightly different to give the user more freedom- now the architecture part of it is optional, and you can only use the top-level OS directories if you want. This was in response to a user request to be able to ignore the architecture level and only use the OS level, and it seems to work pretty well. I've tried to make the tool as general as possible instead of appealing directly to any one library.
I see what you mean even though I hardly see a case in which you want to ignore the architecture. As long as it's useful for someone, it's cool Smiley

The mention of LWJGL is gone (just a copy paste accident!), and the only reason it's on the bottom is because it's the last one I added! I can rearrange it if it's really a big deal, or heck, I could even give each a 50% chance to be on top every time the page is loaded, hahaha.
As you used GlueGen as a source of inspiration and asked us some help, we deserve more than 50% chance Wink

Thanks for taking a look at it, I'm pretty excited to be mentioned on the JOGL site!
You're going to be mentioned in the Wiki as a first step. Then, the other contributors and I will determine whether we should mention your tool directly in the deployment page and in the user guide.

PS- Should I be calling it JOGL or JogAmp? The tutorial only uses JOGL, but I've seen both...
JogAmp includes JOGL, JOAL, JOCL and GlueGen. Use JogAmp where you can, for example when you mean "JOGL and GlueGen". You can add into your tutorial joal.jar and jocl.jar so that our developers won't forget those JARs as well.

PPS- I think I'm keeping the name, but I'll be sure to add what it does in parenthesis or something whenever I introduce it, just like I did in the title here. Hopefully that makes it obvious enough. :p  It's already gained some traction on the Processing forum, which I think will be its main use.
As you wish... but it's really confusing.

Edit.: I plan to add something about your tool here:
http://jogamp.org/wiki/index.php/JogAmp_JAR_File_Handling

Edit.2: Please can you fix this spelling mistake? "compile a your game's code" -> "compile your game's code"
7  Games Center / WIP games, tools & toy projects / Re: Pokémon Walking on: 2014-03-27 12:22:41
Do you plan to use another name for your game? As far as I know, "Pokémon" is a registered trademark of The Pokémon Company, affiliated with Nintendo.
8  Discussions / General Discussions / Re: Fewer end users? on: 2014-03-27 12:19:19
I'm sure a lot of LWJGL games could include a small pre-bundled JRE without their application size increasing dramatically by leaving out stuff like Swing (if possible), SQL, JDBC, XML, etc. packages.
It's already possible with JiGong which was showcased during FOSDEM 2014. Personally, I won't try to hide Java, I will just try to ease the install of my game. For example, if I succeed in making an RPM, it will depend on OpenJDK. Maybe the Java plugin will die but Java itself will survive.
9  Games Center / Showcase / Re: SvgExe: Tool for Creating Standalone Self-Extracting Jars on: 2014-03-27 12:06:05
Hi

Okay, I put together a JOGL example available here: http://staticvoidgames.com/tutorials/deployment/JoglExample.jsp

I'm not a JOGL expert, so let me know if anything isn't clear or should be reworded!
" and how to compile a your game's code separately from the L***L (LWJGL) library jar" is useless. In my humble opinion, it should be removed or reworded, you could write " and how to compile your game's code with JOGL", couldn't you?

Why have you decided to use a directory layout different of GlueGen one?

I thank you very much for your efforts, I'll add a link to your tutorial soon, it's a nice and very detailed tutorial anyway except that it gives the impression that JogAmp is a second class citizen by reminding that the developer has to be able to compile her/his game without using its main competitor (LWJGL) and the tutorial for JOGL appears in the very last position whereas Processing (Java) uses JOGL and one of your inspiration source is JOGL too. I'm really sorry, I don't want to be harsh, I'm sure that you have absolutely no bad intention and your tool is going to be very helpful in the current context because of the security changes done by Oracle but there is no need of being a JOGL expert to use it.

Finally, HeroesGraveDev's suggestion is fine to me. It says what it does.
10  Discussions / General Discussions / Re: Fewer end users? on: 2014-03-26 22:06:20
Hi

There are security flaws in Word, Flash, Silverlight, Firefox, Internet Explorer, Chrome, ... Oracle puts ads and malwares into the installer, you have to untick the check box not to install those craps, Oracle is just ruining end user experience. If there are enough contributors, Icedtea-Web will be ported to Windows which will allow Windows users to benefit of OpenJDK + an alternative implementation of Java Webstart and applets. Icedtea-Web doesn't fully support JNLP in applets yet but it doesn't encourage you to install craps on your machine.

Moreover, as several organizations including Mozilla Foundation has decided that all plugins should die, we have a lot of work to prevent them from succeeding.

Create great games so that people have no other choice than installing Java  Grin
11  Game Development / Newbie & Debugging Questions / Re: Should I wrap my JAR in an EXE? on: 2014-03-26 20:19:43
Just remember that .exes can only be run on windows. Provide a startup script or something for other platforms(.bat/.sh)
You can put your JAR into a RPM with Redline, it's even better.
12  Discussions / General Discussions / Re: Programming Careers and Life Lessons... on: 2014-03-26 20:14:09
no-one ever says thank you when it's working
That's not totally true, I say "thank you" to myself to solve this problem.
13  Game Development / Newbie & Debugging Questions / Re: Looking for 'professional' indie game-code to read. on: 2014-03-26 20:06:19
nothing "revolutionary", because I want to get a feel of what game code 'commonly looks like'.
Then don't look at my source code  Grin

I'm joking a bit of course, I like very long ... variable names, you see what I mean.
14  Games Center / Showcase / Re: SvgExe: Tool for Creating Standalone Self-Extracting Jars on: 2014-03-26 20:02:28
I agree with Riven, it's not too late to find a less confusing name.
15  Java Game APIs & Engines / OpenGL Development / Re: OpenGL enumerations on: 2014-03-26 15:46:40
I believe most (all?) other libraries/engines use the same approach: LWJGL for Linux / Windows / Mac and OpenGL-ES for Android.
OpenGL-ES can be used under GNU Linux too, for example on the Raspberry Pi. The engine backends based on LWJGL work that way because as far as I know it provides no windowing toolkit compatible both with Android and desktop environments which isn't the case of all engine backends and that's why it's possible to use the Raspberry Pi with JMonkeyEngine without making a separate native renderer based on its Android GL backend.
16  Java Game APIs & Engines / JInput / Re: Input doesn't work in Ubuntu 13.10 on: 2014-03-26 15:30:51
What does LinuxEventDevice.c display? Maybe add more logs.
17  Java Game APIs & Engines / JInput / Re: How to trigger an action? on: 2014-03-26 15:22:57
Why not using Component.Button.X?
https://github.com/gemserk/jinput/blob/master/coreAPI/src/java/net/java/games/input/Component.java#L418

I'm sorry, I use JInput without the main competitor (LWJGL) of JogAmp, I can't be more precise.
18  Games Center / Showcase / Re: SvgExe: Tool for Creating Standalone Self-Extracting Jars on: 2014-03-26 15:17:06
Hehe, that was me asking that question! I was trying to figure out the best way to package up a Processing application (which uses JOGL), and SvgExe is what I eventually came up with. The way JOGL does it was one of my inspirations for the tool!

Putting together a JOGL example should be really similar to the LWJGL example that already exists, so it should be pretty easy. I just have to find a little example JOGL project first...
Then you have one more reason to make it work Smiley Let us know whether you need some help.
19  Games Center / WIP games, tools & toy projects / Re: Caelum Engine on: 2014-03-26 10:01:01
Okay, but I'm going to stay optimistic nonetheless.
What do you mean exactly? Other famous engines have a lot more very experienced contributors, especially JMonkeyEngine and LibGDX, don't expect to succeed in competing with them alone especially if you don't have a lot of experience but you can and you will probably learn tons of things by writing your own engine.
20  Games Center / Showcase / Re: SvgExe: Tool for Creating Standalone Self-Extracting Jars on: 2014-03-26 09:51:52
JogAmp is able to detect the architecture, extract the native libraries from its JAR and load them even when everything is in the same JAR if and only if you respect a naming rule for the subdirectories containing those libraries so that GlueGen knows where to pick them, this is explained (by Xerxes) here:
http://forum.jogamp.org/Packaging-JOGL-projects-to-be-cross-platform-tp4031261p4031286.html
21  Games Center / Showcase / Re: SvgExe: Tool for Creating Standalone Self-Extracting Jars on: 2014-03-25 23:05:54
Please add an example with JOGL. Then, we'll put some links to your tool in our deployment guide in our wiki.

JarSplice is still proprietary. Its creator claimed it would open source it (under BSD) but it has never been done Sad
22  Java Game APIs & Engines / OpenGL Development / Re: OpenGL enumerations on: 2014-03-25 15:31:56
I have a platform-agnostic core engine that is extended by platform-specific 'back-ends' for Android and LWJGL.
Why do you need to do that? Doesn't LWJGL support Android??
23  Games Center / WIP games, tools & toy projects / Re: Caelum Engine on: 2014-03-25 11:12:44
In part, I did make this to learn more about what goes into programming a game; But personally, I don't really care that much for LibGDX.
Ok, that's what I meant by "pedagogical purposes" but don't expect tons of developers will use your engine especially if it provides no new feature and if it is less documented than existing engines, that's why I talked about LibGDX. When I started 3D in Java, I used a 3D engine written by an artist (d3caster) and as far as I know, his source code was under GPL and I was the only guy who used his engine for a public project. Even Ardor3D is used only by at most tens of developers.

I looked at your source code, I agree with most HeroesGraveDev's remarks and for the moment, there aren't a lot of comments.
24  Games Center / WIP games, tools & toy projects / Re: Caelum Engine on: 2014-03-24 12:48:51
Hi

I don't see the interest of creating another engine alone except for pedagogical purposes. LibGDX already does what you claim your engine will do. Good luck.
25  Game Development / Newbie & Debugging Questions / Re: Sprite Based 3D in Java? on: 2014-03-24 10:56:18
I agree with aldacron and raycasting is slow and can have an important memory footprint. I used it at the very beginning of my project.
26  Discussions / General Discussions / Re: JDK 8 is released on: 2014-03-24 10:49:22
If we kept making new things compatible with dead technology, cars would be pulled by horses. Let it die, stop feeding it. People need to upgrade or gtfo.
What about planned obsolescence? I'm not a fan of Microsoft Windows XP but I consider that its user base is large enough to go on taking care of it.
27  Discussions / General Discussions / Re: JDK 8 is released on: 2014-03-22 17:39:47
@gouessej - it was never about speed (e.g. see flash vs java and why flash succeded over java on the web despite being inferior in most things), its all about ease of use and availability for end users, gone are the days when users would put up with the hassle of installing a third party plug ins (possibly with bundled malware), or being unavailable on mobile and walled gardened platforms, the additional security hoops placed by browsers and the constant nagging of the plugin to update itself as well as being another possible target for security exploits. Further normal HTML, CSS and Javascript have matured to a point where plugins are mostly no longer needed to fill a gap left due to missing functionality. That's why third party plug-in can't succeed anymore.
Web browsers aren't inherently safer, the current trend just moves the problems from the plugins to the browser, it doesn't mean that there will be fewer malwares, most of them will rather target the major browsers instead of Java. If a plugin becomes really hard to install, it will have absolutely no chance to succeed but at first, players will go on accepting the use of a plugin with the games are worth a try (for example Minecraft). Secondly, if a plugin is as safe as the duplicated features available in the web browser, Mozilla and co. shouldn't display scary warnings only when using this plugin, it's not fair but they will artificially favor their technologies. I won't accept that and I'm not alone to protest. Several Java developers bothered Google for years because of the bad support and the bugs of Chrome affecting Webstart. If the developers increase this gap you talked about, some end users will still see a plus value in installing some plugins. Even on a Samsung S3 the performance of plain 2D HTML5 games is sometimes really bad (for example "Pirates loves daisy", "Runestone Defense", ...). We can't drive Java as easy to use as plugin-less technologies (except by using Java to Javascript solutions) but it's up to us to do our best to improve its performance and to make great Java games but I'm not the best guy for this mission. The latest security changes in Oracle Java itself are discouraging.
28  Game Development / Newbie & Debugging Questions / Re: JOGL on Mac OS X using bundle gives instatisfiedlinkererror on: 2014-03-21 10:08:47
Yes I have the exact detail and I posted them on the official forum yesterday before falling asleep Wink
29  Discussions / General Discussions / Re: JDK 8 is released on: 2014-03-21 10:07:44
'm awaiting with interest when the same sorts of things inevitably turn up in JavaScript.

i have a feeling that day isn't so far away. It will be glorious.
I'm impatient, I will laugh a lot when it happens but Mozilla, Google and their friends will do their best to make their popups not too scary in order to favor their baby.
30  Discussions / General Discussions / Re: Best lwjgl game graphically? on: 2014-03-21 10:05:34
Why do you still do that "its main competitor (LWJGL)" thing, Julien?
Why don't the contributors of 2 similar community projects prefer going on developing their APIs separately instead of working together to make a more complete and more reliable framework for audio, media and processing? Oracle has no control on JogAmp. If my sentence bothers you, fix this bug and I'll use another term.
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