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1  Game Development / Shared Code / Quaternion Rotations in 3D Java OpenGL on: 2008-09-29 02:10:08
I created the tutorial "Quaternion Rotations in 3D Java OpenGL" to document a 3D math library that I wrote a few months ago. It includes an interactive demonstration applet and links to the javadoc and source code.
http://www.croftsoft.com/library/tutorials/quat/
2  Games Center / Archived Projects / CroftSoft Savor screensaver on: 2006-10-17 06:37:29
Here is my first screensaver:
http://www.croftsoft.com/library/software/savor/

Here is the source code:
http://croftsoft.cvs.sourceforge.net/croftsoft/apps/src/com/croftsoft/apps/savor/Savor.java?view=markup

It is Open Source:
http://www.croftsoft.com/library/code/

It is based on the SaverBeans Screensaver SDK version 0.2:
https://jdic.dev.java.net/documentation/incubator/screensaver/
3  Discussions / Jobs and Resumes / David Wallace Croft, Java Game Programmer on: 2006-10-11 01:50:19
David Wallace Croft
Java Game Programmer
Author of book Advanced Java Game Programming
Part-time and contract preferred
http://www.croftsoft.com/people/david/
4  Java Game APIs & Engines / Java 3D / Re: J3DI interface API on: 2006-09-29 04:12:12
How much of the J3DI interface API did you implement already? Are ALL the wrappers done for both J3D and Xith?

About 40+ interfaces done to varying degrees.

No, the wrappers are not done.  I will continue to work on it tomorrow and next week.  Here is what I have now:
http://whoola.cvs.sourceforge.net/whoola/core/src/com/whoola/core/media/j3di/
http://whoola.cvs.sourceforge.net/whoola/core/src/com/whoola/core/media/jimp/
http://whoola.cvs.sourceforge.net/whoola/core/src/com/whoola/core/media/xith/j3di/
5  Java Game APIs & Engines / Java 3D / Re: J3DI interface API on: 2006-09-28 19:39:13
Where can one get it?

You can see what I have so far here:
http://whoola.cvs.sourceforge.net/whoola/core/src/com/whoola/core/media/j3di/

I will put out a JAR file project file release soon.
6  Java Game APIs & Engines / Xith3D Forums / Re: Strange Annotation related compilation problem in xith-tk on: 2006-09-28 19:31:22
fixed in mustang and was caused by an improper placed Annotation in DaeExporter line 1244:
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         for ( @SuppressWarnings("unused")
      final TransformNode  viewNode : viewNodes )

it is stated in th the bug report, that @SuppressWarnings is not allowed inside a statement (the for-loop), but the compiler should not crash this way.

So THAT was a tough one Shocked. It's really great if your compiler is so helpful Undecided
I hope this helps someone with the same problem...

Have you guys ever encountered this or are you using mustang?

That is the same as this bug:
http://www.java-gaming.org/forums/index.php?topic=14948.0

I'll delete the offending code today.

That bug has been there for 2 months.  Odd that you and I would discover it at about the same time.
7  Java Game APIs & Engines / Java 3D / J3DI interface API on: 2006-09-26 13:07:39
I have created an interface API based on the Java 3D API.  I will be using J3DI to create wrapper classes for Xith and Java 3D so that the COLLADA loader will support both.
http://croftsoft.blogspot.com/2006/09/interface-apis.html
8  Java Game APIs & Engines / Xith3D Forums / J3DI interface API on: 2006-09-26 13:06:37
I have created an interface API based on the Java 3D API.  I will be using J3DI to create wrapper classes for Xith and Java 3D so that the COLLADA loader will support both.
http://croftsoft.blogspot.com/2006/09/interface-apis.html
9  Java Game APIs & Engines / Xith3D Forums / Re: TransformNode on: 2006-09-24 12:42:59
Just use an instance of Group, but not BranchGroup. The BranchGroup is reserved to be the very root of a branch in the scenegraph. In general a loader loads 3D models, which're not to be placed into to scenegraph as root branch (BranchGroup). But some loaders (or a single load) actually load a whole level, so maybe an additional method in any loader would make sense, which loads a scene as BranchGroup or so. What do you think?

This code does not compile:
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       final Group  sceneBranchGroup = scene.getSceneGroup ( );
       
       if ( sceneBranchGroup != null )
       {      
         locale.addBranchGraph ( ( BranchGroup ) sceneBranchGroup );
       }


scene.getSceneGroup()  returns a Group.
locale.addBranchGraph() takes a BranchGroup as its argument.
BranchGroup is not a subclass of Group so I cannot do the cast.
10  Java Game APIs & Engines / Xith3D Forums / Re: TransformNode on: 2006-09-24 11:18:20
A TransformNode is not a Group so this methods does not make any sense. If you know exactly that you're having a TransformGroup, then use this type or cast to it. But this methods cannot be present in the TransformNode interface. Sorry.

OK, I did the cast.

My next question is this:
scene.setSceneGroup ( sceneBranchGroup )

This no longer works because BranchGroup is not a subclass of Group anymore.  What should I do?
11  Java Game APIs & Engines / Xith3D Forums / Re: TransformNode on: 2006-09-24 10:17:20
Please add getChildren().
12  Java Game APIs & Engines / Xith3D Forums / TransformNode on: 2006-09-24 09:53:48
It has been awhile since I did a CVS update on Xith.  My code no longer compiles.  I see there have been a lot of changes.

I have updated my code here and there to adjust to the new API but I need a few fixes.  I will give them to you one at a time.  Hopefully we can get my application to compile again within a few days.

First, please add a getName() method to the new interface TransformNode.
13  Java Game APIs & Engines / Xith3D Forums / delete KmzLoader? on: 2006-09-24 09:22:17
The xith-tk build is failing due to a syntax error in KmzLoader.  KmzLoader and DaeLoader were moved to project Whoola on SourceForge a couple of months ago.  Any objections to my deleting the old KmzLoader and DaeLoader?
14  Java Game APIs & Engines / JOGL Development / Re: where is GLU source code? on: 2006-09-23 02:27:14
I've placed a relatively recent build of the file here.

The error I was getting was ClassNoDefFoundError or somesuch upon instantiating GLU.  This would only occur when the jogl.jar file was unsigned.  I am using a recent jogl.jar but not the latest.

Again, a stack trace is needed for any further diagnosis.

Thanks.  I saw nothing in the GLU constructor that would cause a problem.

I attempted to get the stack trace but I can no longer duplicate the error I was getting before in the unsigned applet.  I went back to using class GLU as it seems safe to do so now:
http://whoola.cvs.sourceforge.net/whoola/core/src/com/whoola/core/media/jigl/jogl/JoglJiglGLU.java?view=diff&r1=text&tr1=1.2&r2=text&tr2=1.1&diff_format=h

Thanks.
15  Java Game APIs & Engines / JOGL Development / Re: JIGL example on: 2006-09-23 00:55:26
Just out of interest, in software mode does JIGL/jGL use Java2D under the bonnet?  I couldn't find out from the jGL site (http://www.cmlab.csie.ntu.edu.tw/~robin/JavaGL/)

Nice demo.  Have you thought about adding an FPS counter to your example applet?  It would be handy, so would a Web Start JOGL version so we could compare JIGL's software mode to accelerated JOGL mode performance.

I updated the demo just now to print the frame rate to System.out.  Open your Java console while the applet is running to see the results:
http://earth.whoola.com:8080/space/jigl/

I have the maximum loop rate set to 85 frames per second.  I am getting that in the 600x400 applet in software rendering mode.

When I run the demo in resizable frames, for JOGL I get a frame rate equal to the monitor refresh rate of 60 Hz no matter how big the frame is, including full screen of 1600x900.
For jGL, the frame rate drops sharply from 85 to about 17 frames per second when I expand from small frame sizes to full screen.

I think for small frame sizes such as what would you would see in an applet embedded in a webpage, both JOGL and jGL can hit the desired frame rate.  In full screen, however, JOGL continues to perform where jGL slows down.

I also note that in jGL, sometimes but not all of the time there seems to be a warmup period where the frame rate starts out slow and then increases.  Perhaps this is due to the HotSpot compiler?
16  Java Game APIs & Engines / JOGL Development / Re: where is GLU source code? on: 2006-09-22 23:33:42
You can see the final source code for the class by building the JOGL source tree. It isn't too difficult to do so; see the build instructions.

By default JOGL's GLU support is using the pure Java ports of everything, not the bindings to the C version (some of which are left in place just in case there are remaining bugs in the pure Java ports). If you could post a stack trace for the problems you saw that would be helpful in tracking down the problem. I suspect you may be triggering static initialization of something in JOGL which causes the JOGL native libraries to attempt to be loaded.

From the document you cited, it looks like it might take an hour or two to get it set up.  Do you or someone else have already have the source code file for class GLU?

The error I was getting was ClassNoDefFoundError or somesuch upon instantiating GLU.  This would only occur when the jogl.jar file was unsigned.  I am using a recent jogl.jar but not the latest.
17  Java Game APIs & Engines / JOGL Development / Re: JIGL example on: 2006-09-22 03:00:19
I fixed a problem in the demo where jogl.jar was still signed.  This was causing it to present a security certificate on machines where it had not been approved before.  When I unsigned it, I discovered I also needed a wrapper interface and a pure Java implementation for class GLU.

It is now fixed and unsigned.  You can verify by flushing your cache of approved security certificates and then testing.  I also updated the documentation and created a file release.
http://earth.whoola.com:8080/space/jigl/
http://sourceforge.net/project/showfiles.php?group_id=114095
18  Java Game APIs & Engines / Xith3D Forums / Re: JIGL example on: 2006-09-22 02:59:30
I fixed a problem in the demo where jogl.jar was still signed.  This was causing it to present a security certificate on machines where it had not been approved before.  When I unsigned it, I discovered I also needed a wrapper interface and a pure Java implementation for class GLU.

It is now fixed and unsigned.  You can verify by flushing your cache of approved security certificates and then testing.  I also updated the documentation and created a file release.
http://earth.whoola.com:8080/space/jigl/
http://sourceforge.net/project/showfiles.php?group_id=114095
19  Java Game APIs & Engines / JOGL Development / Re: where is GLU source code? on: 2006-09-22 01:31:28
Thanks.  I was having problems loading class GLU in an applet whenever I deployed it using an unsigned version of jogl.jar.  It would load fine when jogl.jar was signed.  I figured this was because class GLU was composed of both a pure Java implementation and a native library implementation and that the native library implementation was causing the class to fail to load when unsigned.  I wanted to look into the source code to verify.

Since the class is assembled in bits and pieces during the make, I am not sure if my hypothesis is correct.  I went ahead and assumed that it was and I created an interface and a wrapper class for GLU that used just the pure Java implementation of the methods I needed for my JIGL demo.  You can see what I have here:
http://localhost:8080/space/jigl/
http://whoola.cvs.sourceforge.net/whoola/core/src/com/whoola/core/media/jigl/JiglGLU.java?revision=1.1&view=markup
http://whoola.cvs.sourceforge.net/whoola/core/src/com/whoola/core/media/jigl/jogl/JoglJiglGLU.java?revision=1.1&view=markup
http://whoola.cvs.sourceforge.net/whoola/core/src/com/whoola/core/media/jigl/jgl/JglJiglGLU.java?revision=1.1&view=markup
20  Java Game APIs & Engines / JOGL Development / where is GLU source code? on: 2006-09-21 05:34:34
I am looking for the source code for class GLU.  I note that it is not here:
https://jogl.dev.java.net/source/browse/jogl/src/classes/javax/media/opengl/glu/
21  Java Game APIs & Engines / Xith3D Forums / Re: JIGL example on: 2006-09-20 03:31:58
However, the resulting anim seems a bit "jiggly"  Grin Is it due to the JGL implementation ?

I was incrementing the rotation values by random amounts each frame.  I updated the animation code to make it smoother:
http://earth.whoola.com:8080/space/jigl/
22  Java Game APIs & Engines / Xith3D Forums / Re: JIGL example on: 2006-09-20 03:29:50
It sounds to be (and looks as well, example..) something very interesting  Smiley!!!
Are there any brief benchmarks for that thing available in comparison to native libs?

It says on website "jGL 2.4 beta 3 has been released in May 22 2003."
It seems to be the last update, is it in development? 2003.. it would probably support OGL 1.3 maximum...

Anyhow, very interesting.

What you mean by adaptation? Would it be extra package to "..render.lwjgl.*" & "render.jsr231.*" ? Or it will really touch deeper?

Bohdan.

I do not know of any benchmarks.

I am hoping that the adaptation will require no more than adding a few lines to one of the classes in render.jsr231.
23  Java Game APIs & Engines / Xith3D Forums / JIGL example on: 2006-09-19 03:43:18
Over the next few weeks, I plan to create an adaptation of Xith that can run as a pure Java application in deployment environments where the JOGL native libraries are not accessible.  Please see the example applet and documentation that I wrote today:
http://earth.whoola.com:8080/space/jigl/
24  Java Game APIs & Engines / JOGL Development / JIGL example on: 2006-09-19 03:40:04
Today I uploaded an example applet and documentation for the Java Interface to OpenGL (JIGL):
http://earth.whoola.com:8080/space/jigl/
25  Java Game APIs & Engines / JOGL Development / Re: wrapper API for JOGL? on: 2006-09-16 01:38:07
Nice to see jGL is put to good use!
It's will be a nice alternative for jogl applet games, though I remember jGL's implementation was somehow limited?

jGL has not been updated since 2003.  I might have to add some bits and pieces here and there.
26  Java Game APIs & Engines / JOGL Development / Re: wrapper API for JOGL? on: 2006-09-15 07:37:03
I am having some success in creating a JOGL-compatible wrapper API for jGL, a pure Java implementation of OpenGL. I am calling it the Java Interface to OpenGL (JIGL) because it lets you "jiggle" between JOGL-based hardware rendering and jGL-based software rendering at run-time.  More on this here:
http://croftsoft.blogspot.com/2006/09/jigl.html
27  Java Game APIs & Engines / Xith3D Forums / JSR-231 1.0.0 released on: 2006-09-15 04:06:31
JSR-231 1.0.0 released today:
http://www.java-gaming.org/forums/index.php?topic=11189.msg117891#msg117891
28  Java Game APIs & Engines / Xith3D Forums / Re: croft some behavior help please on: 2006-09-11 06:24:47
I have run the AlphaTest, which for me does not display anything.  Are there additonal test for the various behaviors??

Not that I recall.
29  Java Game APIs & Engines / JOGL Development / Re: wrapper API for JOGL? on: 2006-08-31 05:51:07
Are you aware of the JOGL Applet Launcher, which takes care of the sandbox restrictions by virtue of Sun providing the signed applet? You can deploy your applet as an unsigned one within this container.

Yes, check it out:
http://earth.whoola.com:8080/space/cyber/doc/applet/

Thanks for your input everyone.  User "thijs" found something I might be able to use:
http://www.java-gaming.org/forums/index.php?topic=11311.msg116856#msg116856
30  Java Game APIs & Engines / Xith3D Forums / Re: software renderer with support for xith3d on: 2006-08-31 05:45:18
You could try this one: http://graphics.im.ntu.edu.tw/~robin/jGL/

It's supposed to be a pure java implementation of opengl (1.1?) but im not sure how much of the opengl specification is implemented...


I see that it is Open Source LGPL.  It looks like it will do the trick.  Thank you.

Related:
http://www.java-gaming.org/forums/index.php?topic=14752.0
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