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  TUER: Truly Unusual Experience of Revolution, FPS using JOGL  (Read 203434 times)
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Offline gouessej
« Reply #210 - Posted 2007-11-07 13:16:09 »

I'm going to add a ANT script because some people can't use my makefile. As ANT is included in some famous IDE like Eclipse, it will allow many users to compile the source code easily.
I'm going to reactivate the system which handles the impacts but I will modify it to allow a more accurate positioning of the dirty black marks on the walls. If you have any suggestions, check at first if they have been added here :
http://tuer.tuxfamily.org/project.html
At the bottom of the page whose link is given above, the list of the change requests appears. It sums up all the change requests suggested by people from everywhere and my own change requests planned for some months only if they haven't been rejected.

Offline gouessej
« Reply #211 - Posted 2007-11-07 22:13:19 »

Now the ANT script called build.xml is ready. Could someone test my game with an NVIDIA graphics card? There is still a sort of big white void especially with these cards (tested with Geforce 6600, Geforce 8800 and Geforce 4 MX). I need to know the cause of this problem to find an efficient workaround.

Offline SimonH
« Reply #212 - Posted 2007-11-08 02:18:02 »

Couldn't see any graphics problems on a 4MX - framerate massively improved ~20fps  - but aiming still a real problem as a tiny mouse move gives a huge (& it looks like a linear) change in the aim direction. Try (without moving about) aiming at the lamp to the far left of the start, the crosshair jumps from one side of it to the other of it! It doesn't feel like you can aim accurately, though you can still destroy the lamp by firing to either side of it...

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Offline gouessej
« Reply #213 - Posted 2007-11-08 13:21:10 »

Couldn't see any graphics problems on a 4MX - framerate massively improved ~20fps  - but aiming still a real problem as a tiny mouse move gives a huge (& it looks like a linear) change in the aim direction. Try (without moving about) aiming at the lamp to the far left of the start, the crosshair jumps from one side of it to the other of it! It doesn't feel like you can aim accurately, though you can still destroy the lamp by firing to either side of it...
Thank you very much for this test, SimonH. I tested my game under windows with a Geforce 4 MX, I got 8 FPS and I succeeded in aiming but I get accustomed to use some very very highly sensitive mouses. erikd and you have some difficulties to aim, it seems to be important to allow users to configure the sensitivity of the mouse to allow them to have a better experience. This change request is already present in the list of the change requests. I may plan to add temporarily an external program to modify these settings. I can't add any other menus using AWT and SWING as it causes some flickering.

Good news :
- some students might join the team in the next semester to program some major features in the game
- some tests will be done under Microsoft Vista

Offline gouessej
« Reply #214 - Posted 2007-11-14 10:30:26 »

I'm going to update the game tonight. I had to remove the slow mode because it was incompatible with the design of the application (MVC mostly) and it requires too much memory. The game now uses between 16 and 32 MB instead of between 57 and 63 MB before. I'm still working on the system that handles the impacts.

Offline gouessej
« Reply #215 - Posted 2007-11-15 07:54:06 »

I'm going to update the game tonight. I had to remove the slow mode because it was incompatible with the design of the application (MVC mostly) and it requires too much memory. The game now uses between 16 and 32 MB instead of between 57 and 63 MB before. I'm still working on the system that handles the impacts.
The update will be delayed to improve the performance.

Offline javatypo

Junior Member





« Reply #216 - Posted 2007-11-15 17:22:03 »

Hello,

First off, nice work, its good to see a project like this making lots of progress.

The only thing I have to comment on at the moment, is that you definitely should add a loading bar to the loading screen. I thought the game had froze and i started trying to alt tab out of it.

Which brings me to a problem i experienced while trying to play. When the game was up and it said click the mouse button to play, i couldnt alt tab away from the screen. My desktop would flicker while i was pressing the keys, and then the window would be back up. But it didnt have focus so i could not click for the menu until i had alt tabbed back to the window (watching very carefully through the flickers for the java icon of the game Tongue)

But yea, other than that its sweet (Y)
Offline gouessej
« Reply #217 - Posted 2007-11-18 01:27:27 »

Thanks for your interest and for your compliments.

The next version will have a shorter loading time (as I removed the images loaded for the slow mode) but a progress bar would be useful.  The flickering will disappear when I remove the SWING and AWT components used for the menus. I will add the suggestion of the progress bar tomorrow in the list of change requests. This progress bar will be rewritten because I should avoid using a JProgressBar to avoid flickering. Avoid using alt tab at all. Clicking only allows to make the menu appear (again).

Offline gouessej
« Reply #218 - Posted 2007-11-23 13:02:30 »

My new 3D card (ATI X1950 Pro) doesn't work properly. I have some problems. My computer becomes very hot when I use it. Therefore, the development of the next features is delayed.

Offline gouessej
« Reply #219 - Posted 2007-11-24 13:59:41 »

I have forgiven the Powercolor ATI RADEON X1950 Pro 512 MB GDDR3. A curious bug appears only with the "512 MB" model, some textures of artwork are torn or completely stretched. All the features that require occlusion culling and pixelshading are delayed. I'm sorry.


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Offline gouessej
« Reply #220 - Posted 2007-11-28 23:02:18 »

The OpenGL menu is almost finished. It is extremely simple but it works. I hope there will be no more flickering under Windows. I will have this feature in the next version in a few days. Below is an example of the use of the new classes I wrote :

private final void initMainMenu(){
        this.menu=new GLMenu(screenWidth/2.0f,screenHeight/2.0f,false,new TextRenderer(new Font("SansSerif",Font.BOLD,24)));
        GLMenuItem resumeMenuItem=new GLMenuItem("resume");
        resumeMenuItem.addActionListener(new ResumeGameActionListener(this));
        this.menu.addGLMenuItem(resumeMenuItem);
        GLMenuItem newMenuItem=new GLMenuItem("new game");
        newMenuItem.addActionListener(new NewGameActionListener(this));
        this.menu.addGLMenuItem(newMenuItem);
        GLMenuItem loadMenuItem=new GLMenuItem("load game");     
        this.menu.addGLMenuItem(loadMenuItem);
        GLMenuItem saveMenuItem=new GLMenuItem("save game");       
        this.menu.addGLMenuItem(saveMenuItem);
        GLMenuItem aboutMenuItem=new GLMenuItem("about");
        aboutMenuItem.addActionListener(new AboutActionListener());
        this.menu.addGLMenuItem(aboutMenuItem);
        GLMenuItem quitMenuItem=new GLMenuItem("quit game");
        quitMenuItem.addActionListener(new QuitGameActionListener());
        this.menu.addGLMenuItem(quitMenuItem);
        this.canvas.addKeyListener(this.menu);
    }

Offline gouessej
« Reply #221 - Posted 2007-12-02 00:45:16 »

I have just updated the java archive of the game because the makefile doesn't work anymore. I got this when I launch the jar produced by my makefile :

Exception in thread "AWT-EventQueue-0" java.lang.NoClassDefFoundError: main/GLMenuItem$1
        at main.GLMenuItem.display(GLMenuItem.java:49)
        at main.GLMenu.display(GLMenu.java:105)
        at main.GameGLEventController.display(GameGLEventController.java:389)
        at com.sun.opengl.impl.GLDrawableHelper.display(GLDrawableHelper.java:78)
        at javax.media.opengl.GLCanvas$DisplayAction.run(GLCanvas.java:288)
        at com.sun.opengl.impl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:194)
        at javax.media.opengl.GLCanvas.maybeDoSingleThreadedWorkaround(GLCanvas.java:265)
        at javax.media.opengl.GLCanvas.display(GLCanvas.java:130)
        at javax.media.opengl.GLCanvas.paint(GLCanvas.java:142)
        at sun.awt.RepaintArea.paintComponent(RepaintArea.java:248)
        at sun.awt.X11.XRepaintArea.paintComponent(XRepaintArea.java:56)
        at sun.awt.RepaintArea.paint(RepaintArea.java:224)
        at sun.awt.X11.XComponentPeer.handleEvent(XComponentPeer.java:683)
        at java.awt.Component.dispatchEventImpl(Component.java:4486)
        at java.awt.Component.dispatchEvent(Component.java:4240)
        at java.awt.EventQueue.dispatchEvent(EventQueue.java:599)
        at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:273)
        at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:183)
        at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:173)
        at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:168)
        at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:160)
        at java.awt.EventDispatchThread.run(EventDispatchThread.java:121)

The JVM does not find an enum defined in the separate file "MenuItemState.java" whereas this enum is in the jar. If someone had a solution, it would be useful. I can use ANT to build my jar correctly but many linux users prefer using a makefile.

On the other hand, these are the minor improvement in the game :
- no more PopupMenu, I assume that there is no more flickering under Windows, I followed princec's advice
- a small ugly OpenGL menu
- less memory usage : 32 MB at the beginning, only 9 MB after a minute instead of 63 MB last month
- quicker loading : I stopped using ImageIcon to load images, I use ImageIO instead

Offline broumbroum

Junior Member





« Reply #222 - Posted 2007-12-02 23:08:31 »

you can try delete and rebuild from scratch again, plus your Manifest file can be on a wrong main-class if you changed it. This is perhaps Java that caches the classes at build time.

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Offline gouessej
« Reply #223 - Posted 2007-12-03 13:27:37 »

you can try delete and rebuild from scratch again, plus your Manifest file can be on a wrong main-class if you changed it. This is perhaps Java that caches the classes at build time.
Thanks. I already checked it at first. My ANT script works but not the makefile. I didn't change the main class location. The main class is found but not the only enum class of the whole project. I looked inside the jar, "MenuItemState.java" is inside the jar but the JVM looks for "main/GLMenuItem$1" instead of "main/MenuItemState". I had the same problem with anonymous classes that I don't use anymore. I don't know how ANT does. WIth ANT, it works perfectly. Temporarly, I don't advise my users to recompile the project by using the makefile until this problem is fixed.

Offline broumbroum

Junior Member





« Reply #224 - Posted 2007-12-03 22:20:00 »

what's wrong about that makefile ? what command do you use ? I've always used the ant build-xml method to build and put in .jar whereas the makefile is usually delivered for a C build, isn't it?

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Offline gouessej
« Reply #225 - Posted 2007-12-04 13:39:42 »

what's wrong about that makefile ? what command do you use ? I've always used the ant build-xml method to build and put in .jar whereas the makefile is usually delivered for a C build, isn't it?
I use "jar cvmf manifest tuer.jar ...". The makefiles are usually delivered for a C build but are used with many other languages. Linux users prefer using a makefile, it is the only reason why I went on using it. As I still have no other choice, I will advise them to rather use the ANT script. I've improved the ANT script build.xml to perform all the operations done previously through several scripts. It is now possible to generate all the data files, generate the zip file containing the source code, compile the source code, build the unsigned Java archive, generate a key and sign the Java archive with this key.

Offline gouessej
« Reply #226 - Posted 2007-12-06 12:36:27 »

I'm now working on the impacts and the cell-and-portal algorithm. As I have no holidays, it is a little bit hard. The menu is very very basic. It will be improved later. Can someone test the game under Microsoft Vista please? I would like to know if it works fine now.

Offline gouessej
« Reply #227 - Posted 2007-12-11 13:08:32 »

Some students will reuse my engine to simulate the visit of a museum. Therefore, I will make it easier to add plugins and to customize all the look-and-feel. I need to use XML for the configuration files. I've thought about JDOM but it requires several Java archives. Has someone here already used JDOM through Java Webstart? Is it efficient to sign all the Java archives with the same certificate in order to avoid the users to need to click on "Ok" for each Java archive provided?

Offline gouessej
« Reply #228 - Posted 2007-12-12 20:01:17 »

I have finally decided to use SAX. Now, I try to reduce the loading time by using java.nio.channels.FileChannel to read the float values not one by one, to put it directly in a FloatBuffer but it doesn't work properly. The file is found but its like I read only some zeros. Does someone know how to use java.nio.channels.FileChannel to read floats?

Offline broumbroum

Junior Member





« Reply #229 - Posted 2007-12-13 01:18:32 »

depending the manner you write them, the read operations must be verified with integrity. To read properly a file you wrote into with writeFloat(), first open the file in read only mode. Then store the RandomAccessFile length(). Right after that, start to read 512 bytes each time. That looks so like :
1  
2  
3  
4  
5  
6  
// RandomAccessFile's always use the FileChannel's to read and write.
RandomAccessFile file = new RandomAccessFile((File), "r");
long len = file.length();
Vector<Float> floatValues = new Vector<Float>();
while(file.getFilePointer() < len - 1)
       floatValues.add(file.readFloat());
Smiley

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Offline t_larkworthy

Senior Member


Medals: 1
Projects: 1


Google App Engine Rocks!


« Reply #230 - Posted 2007-12-13 06:55:23 »

Runs on my Vista laptop. Though I could not find my mouse pointer in the menu, and also I could not shoot. I could turn and stuff with the mouse though fine. Does a mouse click shoot? I had sound.

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Offline gouessej
« Reply #231 - Posted 2007-12-13 13:20:28 »

depending the manner you write them, the read operations must be verified with integrity. To read properly a file you wrote into with writeFloat(), first open the file in read only mode. Then store the RandomAccessFile length(). Right after that, start to read 512 bytes each time. That looks so like :
1  
2  
3  
4  
5  
6  
// RandomAccessFile's always use the FileChannel's to read and write.
RandomAccessFile file = new RandomAccessFile((File), "r");
long len = file.length();
Vector<Float> floatValues = new Vector<Float>();
while(file.getFilePointer() < len - 1)
       floatValues.add(file.readFloat());
Smiley

A file written with a Java application is always in Big Endian. I wanted to use FileChannel to fill directly nio buffers without reading byte per byte and I've finally succeeded in this. Thanks for your suggestion. Nevertheless, file.readFloat() does not use optimally the channel, it reads still byte per byte whereas I wanted to read block by block. Now my solution works.

Runs on my Vista laptop. Though I could not find my mouse pointer in the menu, and also I could not shoot. I could turn and stuff with the mouse though fine. Does a mouse click shoot? I had sound.

The mouse pointer does not appear in the menu, it is the expected behaviour. You can choose an item through the menu by using the keyboard. I think you were able to shoot as you heard the sound but many effects are still missing, explosions, rockets, impacts... It doesn't help to realize that you're shooting, I admit. I'm going to work on plenty of things at the same time, I'll try to do my best to improve these aspects. Thank you very very much for testing my game.


Offline gouessej
« Reply #232 - Posted 2007-12-15 11:21:47 »

As it is really time to improve the usability of the game, today I'm going to add some small indications when you pause the game and when you die. I will update the source and the game itself at the evening. I have reduced again the use of memory. ImageIO.read(URL url) is asynchronous, this behavior remains even though I use a MediaTracker. Then, I have forgiven to use this method. I'm inverting all the textures to be able to use directly TextureIO.newTexture(...) without needing to invert the image with ImageUtil.flipImageVertically(...). This need appeared when I began using JOGL 1.1.0. The workaround costs too much memory, it is easier to invert all the images used to create the textures. I'm still open to your suggestions. broumbroum was right, all the IO classes have been rewritten to use FileChannel but if they still allow byte per byte reading, it is faster to read block per block when you need to read a large amount of data.

Offline gouessej
« Reply #233 - Posted 2007-12-16 01:09:27 »

The update has been done a few minutes ago.

Bad news :
java.lang.IllegalArgumentException: URI is not hierarchical
        at java.io.File.<init>(File.java:363)
        at main.GameModel.<init>(GameModel.java:448)
        at main.GameView.<init>(GameView.java:32)
        at connection.GameServiceProvider.main(GameServiceProvider.java:81)

It seems not to be possible to use an URI to read a file that is inside a Java archive. Therefore I can't use FileChannel.
I've corrected some bugs :
- objects became unbreakable after the game had been paused once
- the crosshair and the information panel disappeared on some video chipsets
As some people asked me to display something when the player dies, I did it. Tomorrow, I'm going to keep concentrate on the computations of the impacts and blending some textures to get a nice effect.

Offline gouessej
« Reply #234 - Posted 2007-12-17 19:58:56 »

I'm going to update the game anew maybe tonight. I corrected some bugs in the menu and in the "pause" item. I'm still working on the impacts. The computations allowing to determine the point of impact are simple as the geometry of the level is completely orthogonal, only some equations of the first degree are required to perform this. I'm improving the documentation of the source code and I'm preparing a progress bar too.

Offline gouessej
« Reply #235 - Posted 2007-12-18 22:08:06 »

The equations to compute the impacts in my simplified case are ready to be implemented. I hesitate in implementing the equations to compute the impacts in the general case by throwing a ray into a finite section of a planar surface. It would help me to prepare some future features, for example allowing the player to look up and down. It would make it easier to add weapons whose projectiles don't have a rectilinear trajectory (grenades, sort of old railgun like the one in Quake 2...).

As you noticed, the loading progress is now displayed. I still plan to build a true progress bar in some days.

Offline gouessej
« Reply #236 - Posted 2007-12-19 22:51:38 »

The method below computes the impact point in the planar surface Oxz with orthogonal walls by using the previous and the next position of the projectile :

public static final Impact computeImpactFromTargetoryBipoint(float x1,float z1,
            float x2,float z2,float wx1,float wz1,float wx2,float wz2,float wnx,
            float wnz){
        boolean isHorizontal=(wnz!=0);
        if(x1==x2)
            {if(!isHorizontal)
                {if(x1==wx1)
                    {if(wz1>wz2)
                         {if(wz2<=z2 && z2<=wz1)
                              {if(z1>z2)
                                   return(new Impact(x1,0.0f,wz1,wnx,0,wnz));
                               else
                                   return(new Impact(x1,0.0f,wz2,wnx,0,wnz));
                              }
                          else
                              return(null);
                         }
                     else
                         {if(wz1<=z2 && z2<=wz2)
                              {if(z1>z2)
                                   return(new Impact(x1,0.0f,wz2,wnx,0,wnz));
                               else
                                   return(new Impact(x1,0.0f,wz1,wnx,0,wnz));                               
                              }
                          else
                              return(null);                         
                         }
                     }
                 else
                     return(null);
                }
             else
                 {if(wx1>wx2)
                      {if(wx2<=x1 && x1<=wx1)
                           {if(z1>z2)
                                {if(z2<=wz1 && wz1<=z1)
                                     return(new Impact(x1,0.0f,wz1,wnx,0,wnz));
                                 else
                                     return(null);
                                }
                            else
                                {if(z1<=wz1 && wz1<=z2)
                                     return(new Impact(x1,0.0f,wz1,wnx,0,wnz));
                                 else
                                     return(null);
                                }
                           }
                       else
                           return(null);
                      }
                  else
                      {if(wx1<=x1 && x1<=wx2)
                           {if(z1>z2)
                                {if(z2<=wz1 && wz1<=z1)
                                     return(new Impact(x1,0.0f,wz1,wnx,0,wnz));
                                 else
                                     return(null);
                                }
                            else
                                {if(z1<=wz1 && wz1<=z2)
                                     return(new Impact(x1,0.0f,wz1,wnx,0,wnz));
                                 else
                                     return(null);
                                }                             
                           }
                       else
                           return(null);                         
                      }
                 }
            }
        else
            {float a=(z2-z1)/(x2-x1);
             float b=z1-(a*x1);
             float impx,impz;
             if(!isHorizontal)
                 {impx=wx1;
                  impz=(a*impx)+b;
                  if(wz1>wz2)
                      {if(wz2<=impz && impz<=wz1)
                           return(new Impact(impx,0.0f,impz,wnx,0,wnz));
                       else
                           return(null);
                      }
                  else
                      {if(wz1<=impz && impz<=wz2)
                           return(new Impact(impx,0.0f,impz,wnx,0,wnz));
                       else
                           return(null);                   
                      }
                 }
             else
                 {if(a!=0)
                      {impz=wz1;
                       impx=(impz-b)/a;
                       if(wx1>wx2)
                           {if(wx2<=impx && impx<=wx1)
                                return(new Impact(impx,0.0f,impz,wnx,0,wnz));
                            else
                                return(null);
                           }
                       else
                           {if(wx1<=impx && impx<=wx2)
                                return(new Impact(impx,0.0f,impz,wnx,0,wnz));
                            else
                                return(null);                   
                           }
                      }
                  else
                      {if(z1==wz1)
                           {if(wx1>wx2)
                               {if(wx2<=x2 && x2<=wx1)
                                    {if(x1>x2)
                                         return(new Impact(wx1,0.0f,z1,wnx,0,wnz));
                                     else
                                         return(new Impact(wx2,0.0f,z1,wnx,0,wnz));
                                    }
                                else
                                    return(null);
                               }
                           else
                               {if(wx1<=x2 && x2<=wx2)
                                    {if(x1>x2)
                                         return(new Impact(wx2,0.0f,z1,wnx,0,wnz));
                                     else
                                         return(new Impact(wx1,0.0f,z1,wnx,0,wnz));                               
                                    }
                                else
                                    return(null);                         
                               }
                           }
                       else
                           return(null);
                       
                      }
                 }
            }     
    }

Notice that I did my best to avoid any division by zero of course. Comparing two floats by using == might be dangerous but it depends on the way we have got them. in my case, it is not dangerous as they have been read from a file. It would be more dangerous if I had got them after some computations and some conversions from double to float, from float to double and then from double to float. I will try to draw a true progress bar tomorrow if I'm not too much tired.

Offline gouessej
« Reply #237 - Posted 2007-12-20 21:49:35 »

The progress bar that I've written in JOGL is working:



I take into account the suggestions that people have made here. EgonOlsen suggested me to put a progress bar some months ago and princec advised me not to use SWING. I've done what they suggested and it works fine. WARNING: if you want to reuse my components, don't forget to disable the depth test and use gluOrtho2D before. I hesitate in doing these tests in my methods.

Offline gouessej
« Reply #238 - Posted 2007-12-23 14:10:13 »

I'm updating the game right now. There are only some very small improvements. I will try to finish to implements the impacts. I wish you a merry Christmas and a happy new year.

Offline gouessej
« Reply #239 - Posted 2007-12-24 18:36:43 »

The chipset VIA/S3G UniChrome IGP is still not supported by my game. Other tests under Microsoft Windows XP and Vista have proven that there are some problems with other chipsets. Sometimes, the progress bar becomes frozen or the game refuses to start and there is still this exception :

javax.media.opengl.GLException: Error swapping buffers
   at com.sun.opengl.impl.windows.WindowsOnscreenGLDrawable.swapBuffers(WindowsOnscreenGLDrawable.java:132)
   at javax.media.opengl.GLCanvas$SwapBuffersAction.run(GLCanvas.java:295)
   at com.sun.opengl.impl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:194)
   at javax.media.opengl.GLCanvas.maybeDoSingleThreadedWorkaround(GLCanvas.java:265)
   at javax.media.opengl.GLCanvas.swapBuffers(GLCanvas.java:245)
   at main.GameGLEventController.display(GameGLEventController.java:574)
   at com.sun.opengl.impl.GLDrawableHelper.display(GLDrawableHelper.java:78)
   at javax.media.opengl.GLCanvas$DisplayAction.run(GLCanvas.java:288)
   at com.sun.opengl.impl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:194)
   at javax.media.opengl.GLCanvas$DisplayOnEventDispatchThreadAction.run(GLCanvas.java:305)
   at java.awt.event.InvocationEvent.dispatch(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.run(Unknown Source)

If you have this problem with a recent graphics card, please let me know. Some VIA, Sis and ATI chipsets are currently not supported. The "about" menu works bad under Windows.

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