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1  Discussions / Miscellaneous Topics / Re: Do you recommend a break on: 2014-08-24 19:04:23

2  Discussions / Business and Project Management Discussions / Re: Programming freelance on the internet: compete with cheap foreigners on: 2014-08-23 12:51:35
Ok but some replies weren't politically neutral, maybe a bit racist even though it was probably not intentional.
3  Java Game APIs & Engines / Engines, Libraries and Tools / Re: What ephyisc ngine should I choose? on: 2014-08-22 21:52:40
I ment which physics engine should I choose.
jmonkeyengine is just the 3d engine I choose, but I might choose another one.
Finding the best physics engine is the top priority for me.
Jinngine is no longer maintained, dyn4j is mainly for 2D. I only see Bullet which is tightly integrated within JMonkeyEngine through JBullet (until 3.0) and its own Java binding for the Bullet API which is a preferred way of using Bullet with JMonkeyEngine since its version 3.1. I'm sorry, I would have been very happy to advise you to use JogAmp's Ardor3D Continuation but we have no physics integration yet.
4  Java Game APIs & Engines / Engines, Libraries and Tools / Re: What engine should I choose? on: 2014-08-22 15:41:29
JMonkeyEngine supports Bullet with JBullet and with its own binding. You should rather ask questions about this engine on its forum.
5  Discussions / Business and Project Management Discussions / Re: Game Programmer looking for Team on: 2014-08-22 10:37:24

I am very interested in joining a team to create something truly special and unique. I have tried to develop a game with the "unique" and "special" characteristic before, however the lack of art and ideas made it come crashing to the ground in a very, very, very early state.
Sorry to disappoint you but you have to learn a lot before making something "unique", "special", ... You have to start by ... the beginning, very simple non graphical games probably alone. I'm not sure that looking for a team is the best way to start. I agree with lcass and JVallius. At first, prove that you're able to code, become quite autonomous and then you might work within a team. Don't look for a team to learn something, don't assume that some developers have pedagogical skills.
6  Game Development / Newbie & Debugging Questions / Re: Where to start? Which library should i use? on: 2014-08-22 10:31:26

Finally, I would like to try make something online, but this will be another independent library I think.
Please don't create yet another library except for purely pedagogical purposes (to learn). There are already tons of libraries and I really think that a consolidation of Java ecosystem on fewer libraries would be better than effort duplication and "not invented here" anti-pattern. princec already indicated you some nice libraries that you can use. JogAmp's Ardor3D Continuation is worth a try too but you should start a very simple project, preferably not in 3D, even without graphics. If you try to do something too difficult for a newbie, you'll get discouraged and you'll give up.
7  Discussions / Business and Project Management Discussions / Re: Programming freelance on the internet: compete with cheap foreigners on: 2014-08-21 23:52:17
(Without getting too political)
It's political. There are different cultures all over the world but in my humble opinion, there is no deterministic link between the color of the skin, the nationality and the abilities in computer science. If you want to earn much money, rather concentrate on tasks that fewer people can do. Moreover, people aren't forced to study in their country. I don't see why an Indian would be obviously worse than me if he can make the same studies, obtain the same diploma and access the same knowledge. The living standards are different but tends to become closer which will reduce social dumping on the very long term. Outsourcing can be a complete waste of money, not mostly because of the abilities of the workers but rather because the necessary efforts to outsource have been underestimated by the decision makers and the managers.
8  Game Development / Newbie & Debugging Questions / Re: Struggling to get going with 3D libraries + JavaFX on: 2014-08-20 10:17:22

Some things has changed since Arnaud looked at our work, please look at my answer here:

I agree with Arnaud about OpenJFX/JavaFX but now (at least since Java 1.8 update 11) the ES2 pipeline is shipped with the Oracle JRE for Windows which improves the performance especially when using JOGL.

Netbeans OpenGL pack is unmaintained (bienator abandoned it in 2011?) but our wiki explains how to use JOGL 2 in your favorite IDE:

There is an example of project using Netbeans and JOGL 2 here:

I really advise you to learn how to setup your classpath which is the very minimum. Moreover, all JogAmp APIs (JOGL, JOAL, JOCL) don't require you to set the Java library path, just put the right JARs into the same directory, set your classpath and it works.

When something doesn't work, please give us much more details and anyway, if you have specific questions about any JogAmp APIs, please rather post them on our official forum so that most of your contributors and users can answer you too including those who never come here:

princec is right, there isn't yet any equivalent of JAWT for OpenJFX/JavaFX, there are only various non public APIs subject to changes that provide some hooks which isn't currently neither mature and nor viable on the long term.
9  Java Game APIs & Engines / OpenGL Development / Re: GLJPanel -> SwingNode -> JavaFX on: 2014-08-20 10:01:09

Please look at this project which is a port of the one you mentioned:

I thank a lot Spasi for his project and Aqd for his port by the way  Smiley

GLJPanel works with SwingNode, some developers confirmed it a few weeks ago or our IRC channel.

Rather ask your question about JOGL on our official forum:

JOGL has an excellent interoperability with AWT, Swing and SWT, with or without NEWT (its own windowing toolkit), with heavyweight or lightweight component, which eases the integration in any Java application.

This bug report deals with JOGL OpenJFX/JavaFX interoperability:

JOGL can even accelerate your Java2D rendering with GLG2D:

Best regards.
10  Discussions / Miscellaneous Topics / Re: How often do you code on: 2014-08-19 12:49:43

I code at least about 8 hours a day at work. I code between 1 and 16 hours a day on my spare time. I code less when I'm not single and I'll probably code even less when I have to raise children.
11  Discussions / Miscellaneous Topics / Re: Do you ever actually just despise someone ? on: 2014-08-19 11:45:04
I don't want to waste any resources in despising somebody even though I admit that I frequently discover some people who are increasingly nasty, vicious and wicked with me. There are those who insult me in the street because I'm ginger. There are those who insult me in the street for an unknown reason. There are those who try to annoy me during my intimate dinners (for two) because they can't bear that a woman can find me physically attractive. There are those who treat me like an object or at least as a citizen with no right. I was, I am and I will ever be a free citizen. I will never give up defending my rights, my freedom of thought, my freedom of speech, my privacy, my right of personal portrayal, my rights as an author, ... I will never stop considering myself as a human being. I'm sad to see so much discrimination in our society and some people seem to take pleasure in hurting others.
12  Game Development / Newbie & Debugging Questions / Re: Game Loop Falling Behind on Slower Machines on: 2014-08-17 00:31:49
in libGDX it's a LWJGL Display (which in libGDX you never have to actually interact with)
Sorry to contradict you a very little bit. LibGDX has several backends for desktop and mobile environments, one of them uses JGLFW, another one uses Android GL, another one uses GWT, another one uses JogAmp... Only the current (August 17th, 2014) default desktop backend works like you say. It's just a small reminder. I agree with the rest.
13  Game Development / Newbie & Debugging Questions / Re: Game Loop Falling Behind on Slower Machines on: 2014-08-16 13:09:53
Windows Phone seems to be stagnating, I'm not sure that the choice of an API should be dictated by its support. Look at LibGDX Scene2D. I can't advise you to use JogAmp's Ardor3D Continuation yet as its OpenGL-ES support is partial (ES 1 ok, ES 2 & 3 nok) and there is no plan to support all mobile operating systems except Android and GNU Linux distros (including Raspbian).
14  Game Development / Newbie & Debugging Questions / Re: Game Loop Falling Behind on Slower Machines on: 2014-08-16 10:48:52
Yes there is another route. Drop Codename One (whose server build code is proprietary whereas the homepage claims "Codename One is open source & free for use!") and use LibGDX, don't rely on black boxes. I don't know why you would go on using a tool that isn't optimized for games. Codename One seems to be enough for near real-time rendering but not for games. If you stick with Codename One, only use very simple components (in com.codename1.ui) and don't override the painting. Codename One supports text fields, sliders and buttons of course. The problem is that you need to animate a sprite :s
15  Discussions / Business and Project Management Discussions / Re: Game rights on: 2014-08-16 08:31:57
Maybe you can register it as a trademark only in the USA and in a few countries until you can afford registering worldwide (which costs about 13 000 € for ten years). In the meantime, use the symbol ™ so that nasty guys know that they are looking for trouble if they use your special developer name and replace it by ® when you get the registration certificate.
16  Discussions / General Discussions / Re: Java & Linux Chromebook: problem running my application in fullscreen on: 2014-08-14 21:00:46
Try printing those modes. On some linux machines, bit depths are set to -1
     * Value of the bit depth if multiple bit depths are supported in this
     * display mode.
     * @see #getBitDepth

    public final static int BIT_DEPTH_MULTI = -1;

Riven's suggestion is nice and you should do the same for the refresh rate instead of picking 60. Some desktop managers badly support the modification of the refresh rate, they leave your desktop with tons of straight lines, I thought it was a bug of a Java library but I was wrong. I still reproduce it with KDE.
17  Discussions / General Discussions / Re: Java & Linux Chromebook: problem running my application in fullscreen on: 2014-08-14 11:50:40
Take care of the multi bit depth:
18  Discussions / General Discussions / Re: Java & Linux Chromebook: problem running my application in fullscreen on: 2014-08-13 19:50:34

The exclusive fullscreen mode of AWT has been broken under GNU Linux for several years. Most of the time, depending on the window manager, I still get the task bar above the fullscreen window.

How does it fail? Please can you give us more details?
19  Game Development / Newbie & Debugging Questions / Re: Can someone teach me LWJGL 3D? or give me some good directions on: 2014-08-13 16:06:05

You can look at my post here:

The old unmaintained source code that uses your favorite library is here (it should still work with the backend based on the version 2.9.1):
20  Discussions / General Discussions / Re: Open-Source Licenses on: 2014-08-09 08:47:59

I confirm that Creative Commons licenses shouldn't be used for the source code. There are some rights that you can't abandon, it depends on the laws of your country. In my case, whatever the license I use, I can't abandon my right of paternity and the moral right on my work. Why not using a GPL for the code and a CC BY-NC-SA license with waived conditions for the rest? This is what I do for my blog and my game, it has been very efficient to allow some interesting uses of my contents without pleasing content scrappers and those who'd like to monetize things that they can get for free without funding the creation. When the commercial uses are forbidden, it becomes a lot less attractive for those who'd like to rebrand and sell your project. The GPL doesn't prevent but discourages commercial uses too most of the time.

If you really want to use a permissive license, look at the original 4-clause BSD license which has an advertising clause "All advertising materials mentioning features or use of this software
   must display the following acknowledgment:
   This product includes software developed by the <organization>."

You're the author, you have some rights, don't let people convince you that there is nothing you can do, you are legitimate to decide how your works have to be used. You can register the name of your project as a trademark but it's a bit expensive, especially if it covers all countries of the world.

Actually, you can have an open source project without a clone army  Grin
21  Game Development / Newbie & Debugging Questions / Re: 3d library on: 2014-08-09 08:21:53

I use JogAmp's Ardor3D Continuation, the creator of jPCT is somewhere on this forum, some developers use LibGDX, a few developers still use Java3D. I confirm that JMonkeyEngine has a large community.
22  Discussions / Miscellaneous Topics / Re: Abusing the use of letter salutations. on: 2014-08-08 22:12:40
Maybe "Sir" or "Sear" is enough. A native speaker would give you a better answer than me.
23  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Flow - A Java voxel engine, using LWJGL on: 2014-08-06 19:04:55
Flow is a more modern engine - an example of this is the fact that ArdorCraft uses fixed function rendering whereas Flow can support rendering with OpenGL 1, 2 or 3 depending on the user's computer. ArdorCraft also seems to be geared entirely towards first-person block worlds (feel free to correct me here - I've never used it, just getting an idea from the google code page) whereas Flow can be a lot more flexible than that.
When some methods of the fixed pipeline aren't available, the JOGL renderer of JogAmp's Ardor3D Continuation tries to use another code path, some features of the fixed pipeline are emulated with shaders in JOGL itself. It supports OpenGL 1.2 to 4 and OpenGL-ES 1 to 3 but it doesn't support forward compatible profiles. Flow supports physics and networking whereas ArdorCraft don't. What you wrote about Flow isn't completely true, I've just looked at Caustic, it uses the retained mode, it doesn't work without vertex arrays and I'm not sure it can work without shader support. Moreover, I have found an OBJ loader, it doesn't allow to load animated objects except if you store each frame into a separate file and if you build your own key frame controller.
24  Discussions / General Discussions / Re: So... state of the art 3D "engines" in Java on: 2014-08-06 18:16:14
The sweep-and-prune algorithm allows to avoid testing collisions between all possible combinations of objects:
25  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Flow - A Java voxel engine, using LWJGL on: 2014-08-06 18:10:07
I've found a nice implementation of Sweep-and-prune in this engine:
26  Java Game APIs & Engines / Engines, Libraries and Tools / Re: Flow - A Java voxel engine, using LWJGL on: 2014-08-06 17:25:07

What are the advantages of this voxel engine in comparison with ArdorCraftAPI (based on Ardor3D)?
27  Java Game APIs & Engines / Android / Re: MicaByte Game Library: Android 2D framework for games (based on Canvas) on: 2014-08-06 17:17:54
Maybe I wrote wasn't clear. It's a shame but the performance of the Android Canvas can be extremely bad on some devices and I understand that you don't need to draw tons of animated sprites but try your game on a very low end Android phone and you'll see what I mean, for example try with an HTC Tattoo. There are similar problems when drawing a rotated bitmap even with the HTC One.

I haven't tested Scene2D (LibGDX) and ardor3d-android could work with ardor3d-ui which supports the basic widget you talk about but it lacks of documentation.
28  Java Game APIs & Engines / Java 2D / Re: Graphics2D.drawLine() wrongly draws the first (or the last) point on: 2014-08-06 11:21:49

Actually, as the XRender pipeline is available in OpenJDK 1.7 but only enabled by default in OpenJDK 1.8, enabling it seems less dangerous than enabling the build-in OpenGL pipeline:

I'll test this pipeline with OpenJDK 1.7 during some days to see whether it is viable as I don't want to switch to OpenJDK 1.8 now.

Edit.: It seems to work:
INFO: The version of is detected as 0.98
XRender pipeline enabled
Xrender: INFO: Jules library not installed.
29  Java Game APIs & Engines / Java 3D / Re: Java3D add transformgroup while app running on: 2014-08-06 09:32:10

If your problem isn't solved, maybe it will be worth posting on the official Java3D forum.
30  Java Game APIs & Engines / Android / Re: MicaByte Game Library: Android 2D framework for games (based on Canvas) on: 2014-08-06 09:26:51

I remind you that the performance of the Android Canvas isn't consistent across devices. Thank you for your source code, you spent some time in commenting it. However, I still think that you should have used LibGDX, you could have contributed instead of creating yet another engine. I don't want to blame you but creating another engine whereas there are already tons of robust ones already available is counter-productive. Even a few Java based 3D engines with numerous features, a good documentation and tens of examples are used by a very few developers. Good luck.
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