Java-Gaming.org Hi !
Featured games (83)
games approved by the League of Dukes
Games in Showcase (517)
Games in Android Showcase (123)
games submitted by our members
Games in WIP (577)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  Debug Center  (Read 5309 times)
0 Members and 1 Guest are viewing this topic.
Offline Amos Wenger

Senior Duke




Everything's possible, but not everything's fun...


« Posted 2006-12-05 21:17:22 »

So it's up and running.

Nothing really fancy yet :
- You can launch it via ExtXith3DEnvironment.launchDebugCenter(ExtRenderLoop rl) so in most case you would do launchDebugCenter(this), which is convenient
- It automatically adds " - Xith3D Debug Center Active (press Ctrl + F1 for Help)" to the title of your app (even if it's changed).
- Ctrl + S = Stats (i know, bad keyboard shortcut but if you know a better one)
- Ctrl +T = Scenegraph Tree (this one will get improved soon)
- Featuring a SwingTM GUI, I'm still thinking a 3D XIth HUD integrated would be better/also good.. what do you think ?
- Features to come : pause/play and step by step (also maybe modifying game speed : I'd need methods for that, Marvin, in RenderLoop so that it act on frameTime and gameTime, actually it's cheating a bit but it's only for debug purposes)...

You can test it in the org.xith3d.w3g,Physics class.

Enjoy !

"Once you start working on something, don't be afraid of failure and don't abandon it. People who work sincerely are the happiest"
Offline Marvin Fröhlich

Senior Duke




May the 4th, be with you...


« Reply #1 - Posted 2006-12-05 21:53:03 »

So it's up and running.

Great Smiley.

- You can launch it via ExtXith3DEnvironment.launchDebugCenter(ExtRenderLoop rl) so in most case you would do launchDebugCenter(this), which is convenient

Well, actually the launch method is in Xith3DEnvironment. And is ExtRenderLoop really necessary? Isn't RenderLoop sufficient?

- Ctrl + S = Stats (i know, bad keyboard shortcut but if you know a better one)

Yes. Ctrl + D (for DebugCenter Grin.

- Featuring a SwingTM GUI, I'm still thinking a 3D XIth HUD integrated would be better/also good.. what do you think ?

Yes, a HUD implementation would be great.

- Features to come : pause/play and step by step (also maybe modifying game speed : I'd need methods for that, Marvin, in RenderLoop so that it act on frameTime and gameTime, actually it's cheating a bit but it's only for debug purposes)...

pause and resume methods are already there. There's even a step by step method called forceNextIteration(). But it doesn't handle gameTime and frameTime. I'll see, if I can change that.

Marvin
Offline Amos Wenger

Senior Duke




Everything's possible, but not everything's fun...


« Reply #2 - Posted 2006-12-06 18:07:14 »

Well, actually the launch method is in Xith3DEnvironment. And is ExtRenderLoop really necessary? Isn't RenderLoop sufficient?
No. Try to change to simple RenderLoop, some methods aren't there in RenderLoop (can't remember which right now).

Yes. Ctrl + D (for DebugCenter Grin.
No. Currently, Ctrl + S just prints FPS and MPF (millis per frame), well infact it's a mean of these values collected for one second. Ctrl +D isn't logical.. but anyway if it's working with Eclipse things will change.

pause and resume methods are already there. There's even a step by step method called forceNextIteration(). But it doesn't handle gameTime and frameTime. I'll see, if I can change that.
yeah forceNextIteration() without a frameTime parameter is pretty useless...

"Once you start working on something, don't be afraid of failure and don't abandon it. People who work sincerely are the happiest"
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Marvin Fröhlich

Senior Duke




May the 4th, be with you...


« Reply #3 - Posted 2006-12-06 19:02:07 »

No. Try to change to simple RenderLoop, some methods aren't there in RenderLoop (can't remember which right now).

Yeah. I already saw, that you used Animatable to retrieve the gameTime and frameTime. So ExtRenderLoop is needed. I'll look, if I can provide a mechanism in RenderLoop to retrieve these values (especially frameTime). For the moment it would be more logic to use ScheduledOperation instead of Animatable, which will do exactly the same, but is more logic (for the naming).

Marvin
Offline Amos Wenger

Senior Duke




Everything's possible, but not everything's fun...


« Reply #4 - Posted 2006-12-06 20:00:50 »

For the moment it would be more logic to use ScheduledOperation instead of Animatable, which will do exactly the same, but is more logic (for the naming).
So there's absolutely no difference between SchedOp and Animatable ?

"Once you start working on something, don't be afraid of failure and don't abandon it. People who work sincerely are the happiest"
Offline Marvin Fröhlich

Senior Duke




May the 4th, be with you...


« Reply #5 - Posted 2006-12-06 23:32:33 »

So there's absolutely no difference between SchedOp and Animatable ?

There is. But it's not a matter of the difference. Animatable extends ScheduledOperation and ScheduledOperation offers all the functionality you need for the job. Animatable just adds the methods needed for animation convenience, which are not needed by DebugCenter. And you will agree, that a DebugCenter is not Animatable (well would be crazy if it was Cool), but won't make too much sense.

Marvin
Offline Marvin Fröhlich

Senior Duke




May the 4th, be with you...


« Reply #6 - Posted 2006-12-07 04:44:59 »

yeah forceNextIteration() without a frameTime parameter is pretty useless...

I've added a nextIteration() method to to RenderLoop class. It fully supports time calculation Cool. It returns the frameTime. You can retrieve the current gameTime by invoking getGameTime().

Marvin
Pages: [1]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

TehJavaDev (34 views)
2014-10-27 03:28:38

TehJavaDev (27 views)
2014-10-27 03:27:51

DarkCart (41 views)
2014-10-26 19:37:11

Luminem (22 views)
2014-10-26 10:17:50

Luminem (27 views)
2014-10-26 10:14:04

theagentd (33 views)
2014-10-25 15:46:29

Longarmx (61 views)
2014-10-17 03:59:02

Norakomi (59 views)
2014-10-16 15:22:06

Norakomi (48 views)
2014-10-16 15:20:20

lcass (43 views)
2014-10-15 16:18:58
Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50

List of Learning Resources
by SilverTiger
2014-07-31 16:26:06
java-gaming.org 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‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!