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  TUER: Truly Unusual Experience of Revolution, FPS using JOGL  (Read 197510 times)
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Offline EgonOlsen
« Reply #90 - Posted 2007-07-25 17:20:59 »

Ok, this version works...kinda. It starts up, takes an awful long time to load (i thought it had crashed first...maybe a progress bar or something would help) and creates a black screen in hardware mode (F3). The fps-counter is there and it counts but that's it. Everything else is just black... Sad

Offline gouessej

« In padded room »



TUER


« Reply #91 - Posted 2007-07-26 09:39:05 »

Ok, this version works...kinda. It starts up, takes an awful long time to load (i thought it had crashed first...maybe a progress bar or something would help) and creates a black screen in hardware mode (F3). The fps-counter is there and it counts but that's it. Everything else is just black... Sad
The slow mode needs to use PixelGrabber during the loading time, that's why it is long. It will disappear in the later versions. I think about a progress bar, it is a good idea. Do you have an error? Does something appear in the java console? I did my best. The black screen might be caused by a conflict between DirectDraw and OpenGL. Vista Ultimate seems to prevent my config files from disabling DIrectDraw or one of the application working on your computer enables DirectDraw anew during the execution of the game. Maybe there is a different behaviour of the JVM on Vista Ultimate with the static initializer which are often used in this new version. This time, I don't really think it comes from my game. I will look at it this evening and I will update the game tomorrow. I'm really sorry, it does not happen on the other version of Windows and NEVER under Linux, I don't use specific features which could work only on a particular operating system. Maybe it comes from your OpenGL driver. Did you play with another game written with OpenGL?  Sad

Offline gouessej

« In padded room »



TUER


« Reply #92 - Posted 2007-07-26 09:44:43 »

I don't understand why the slow mode works but not the experimental mode. Even the slow mode uses OpenGL. It seems that there is something wrong with something which is only used in the experimental mode. Which values does the FPS counter display on your screen in the experimental mode? On my machine, the loading time takes only less than 10 seconds :
AMD Sempron 2600+, 2 GB DDR 333, ATI X1950 Pro 512 GDDR4 AGP 8x.

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Offline EgonOlsen
« Reply #93 - Posted 2007-07-26 09:46:48 »

FPS are around 90 in experimental-mode. I can run everything OpenGL without problems may it be windowed (even works in combination with AERO) or fullscreen.

Offline gouessej

« In padded room »



TUER


« Reply #94 - Posted 2007-07-26 11:05:12 »

FPS are around 90 in experimental-mode. I can run everything OpenGL without problems may it be windowed (even works in combination with AERO) or fullscreen.
Ok, I will check if I can reproduce the bug under Microsoft Windows XP or Vista at work. Maybe it comes from a particular bug in Java or JOGL on Vista. I'm investigating. I will add a debug panel in the next version. You will see what kind of drawing type is used, which extensions, etc... We will quickly know where it comes from.

Offline gouessej

« In padded room »



TUER


« Reply #95 - Posted 2007-07-26 13:31:55 »

FPS are around 90 in experimental-mode. I can run everything OpenGL without problems may it be windowed (even works in combination with AERO) or fullscreen.
BUG CORRECTED!!!!!!!!
When you emptied your cache, you removed JOGL 1.1.0 too. That is why you were alone to reproduce the bug. Actually, the path name to load JOGL had changed. Now it is not secure, it was "https://download....." and now it is "http://download.....". I corrected the config files. Under Microsoft Windows NT 2000, the java console displayed a message to tell me that the resource had not been downloaded. I'm sorry for the disturbance.

Tomorrow, the new version will display the health, the robots will do less damage. You will be able to receive 5 rockets before losing the game. I might have some time to put some power ups : shield, ammunition, weapon(s). I don't know which weapon I should create for the close combat : a knife or a gauntlet?

EgonOlsen, a big thank for your patience!  Grin Yeah! It works anew! Let's kill them all!!!

Offline gouessej

« In padded room »



TUER


« Reply #96 - Posted 2007-07-27 13:15:23 »

NEW UPDATE :
- minor bugs corrected
- health handling
- damage handling
- a very little bit quicker loading

Coming soon :
- correction of a bug which causes a division by zero in main.GameGLEventListener.display() when you change the mode quickly
- menus, ammunitions, items, power ups
Works OK here - still a bit on the slow side though! (AMD 2800+ JRE 1.6)
- Pixel buffer objects for recent graphics cards only to satisfy SimonH's will in the "slow" mode
Ok, this version works...kinda. It starts up, takes an awful long time to load (i thought it had crashed first...maybe a progress bar or something would help) and creates a black screen in hardware mode (F3). The fps-counter is there and it counts but that's it. Everything else is just black... Sad
- maybe a progress bar???

The links to launch the game are these furthers :
Link removed
Link removed

Offline EgonOlsen
« Reply #97 - Posted 2007-07-29 15:09:51 »

Tried it on my secondary machine (Athlon64 X2 4200+@2.6Ghz, XP Pro, GF 7800GS). Experimental mode starts up, renders one screen and immediately exits with this:

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javax.media.opengl.GLException: java.lang.ArithmeticException: / by zero
   at javax.media.opengl.Threading.invokeOnOpenGLThread(Threading.java:271)
   at javax.media.opengl.GLCanvas.maybeDoSingleThreadedWorkaround(GLCanvas.java:299)
   at javax.media.opengl.GLCanvas.display(GLCanvas.java:133)
   at main.GameGLEventController.display(GameGLEventController.java:143)
   at main.GameModel.runEngine(GameModel.java:2235)
   at main.GameModel.<init>(GameModel.java:510)
   at connection.GameServiceProvider.main(GameServiceProvider.java:73)
   at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
   at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
   at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
   at java.lang.reflect.Method.invoke(Unknown Source)
   at com.sun.javaws.Launcher.executeApplication(Unknown Source)
   at com.sun.javaws.Launcher.executeMainClass(Unknown Source)
   at com.sun.javaws.Launcher.doLaunchApp(Unknown Source)
   at com.sun.javaws.Launcher.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ArithmeticException: / by zero
   at main.GameGLEventController.display(GameGLEventController.java:173)
   at com.sun.opengl.impl.GLDrawableHelper.display(GLDrawableHelper.java:78)
   at javax.media.opengl.GLCanvas$DisplayAction.run(GLCanvas.java:324)
   at com.sun.opengl.impl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:194)
   at javax.media.opengl.GLCanvas$DisplayOnEventDispatchThreadAction.run(GLCanvas.java:341)
   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)

Offline EgonOlsen
« Reply #98 - Posted 2007-07-29 15:12:57 »

...but it works fine now on the Core2/Vista machine.

Offline gouessej

« In padded room »



TUER


« Reply #99 - Posted 2007-07-30 09:30:11 »

Tried it on my secondary machine (Athlon64 X2 4200+@2.6Ghz, XP Pro, GF 7800GS). Experimental mode starts up, renders one screen and immediately exits with this:

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javax.media.opengl.GLException: java.lang.ArithmeticException: / by zero
   at javax.media.opengl.Threading.invokeOnOpenGLThread(Threading.java:271)
   at javax.media.opengl.GLCanvas.maybeDoSingleThreadedWorkaround(GLCanvas.java:299)
   at javax.media.opengl.GLCanvas.display(GLCanvas.java:133)
   at main.GameGLEventController.display(GameGLEventController.java:143)
   at main.GameModel.runEngine(GameModel.java:2235)
   at main.GameModel.<init>(GameModel.java:510)
   at connection.GameServiceProvider.main(GameServiceProvider.java:73)
   at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
   at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
   at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
   at java.lang.reflect.Method.invoke(Unknown Source)
   at com.sun.javaws.Launcher.executeApplication(Unknown Source)
   at com.sun.javaws.Launcher.executeMainClass(Unknown Source)
   at com.sun.javaws.Launcher.doLaunchApp(Unknown Source)
   at com.sun.javaws.Launcher.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ArithmeticException: / by zero
   at main.GameGLEventController.display(GameGLEventController.java:173)
   at com.sun.opengl.impl.GLDrawableHelper.display(GLDrawableHelper.java:78)
   at javax.media.opengl.GLCanvas$DisplayAction.run(GLCanvas.java:324)
   at com.sun.opengl.impl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:194)
   at javax.media.opengl.GLCanvas$DisplayOnEventDispatchThreadAction.run(GLCanvas.java:341)
   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)

This bug has been corrected in the latest version which will be updated at midday. Windows NT 2000 announced me the error at the bad line, 5 lines after. Mandriva 2007 announced the error on the division at the good line. When you switch between the 2 modes, there was a division by zero in the FPS counter computation.

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Offline gouessej

« In padded room »



TUER


« Reply #100 - Posted 2007-07-30 13:42:06 »

Warning There is a new bug. The object seems to disappear, I don't know why.

Offline gouessej

« In padded room »



TUER


« Reply #101 - Posted 2007-07-31 13:30:13 »

NEW UPDATE

Bug fixes :
- no more crash when you switch between the 2 modes
- the objects appear correctly now with the chipset SiS 661 FX and many old chipsets which don't support alpha blending

Addition :
- a small menu
- a small improvement in the download procedure (it might be quicker)

The last point will be fully ready in a few hours, I'm still modifying the config files.

Coming soon :
- the computation of all the normals to prepare the insertion of a new lighting system
- the collision detection system based on bounding volumes

Does someone have a good tutorial to learn how to use Pixel Buffer Objects?

Offline EgonOlsen
« Reply #102 - Posted 2007-07-31 20:46:08 »

It doesn't do anything for me. At first, a menu came up but whatever i selected, it always exited. After clearing the cache and redownloading, not even the menu shows up... Huh

Offline gouessej

« In padded room »



TUER


« Reply #103 - Posted 2007-08-01 09:21:51 »

It doesn't do anything for me. At first, a menu came up but whatever i selected, it always exited. After clearing the cache and redownloading, not even the menu shows up... Huh
Were you still under Vista? I modified the file anew a few minutes ago. I don't know where the problem comes from. One of my neighbours uses Vista, I will perform some tests.

Offline gouessej

« In padded room »



TUER


« Reply #104 - Posted 2007-08-01 14:33:41 »

I'm adding the support for sparcv9 and sparc. Now, the crashs seem to happen often under multi-thread architecture. Classically, when you use a GLEventListener, you define an "init" method and a "display" method. In my code, sometimes the "display" method is called before the end of the call of the "init" method. Then, under Vista, the screen becomes black. I'm sorry, don't forget that Microsoft Vista is less reliable than Microsoft Windows XP and currently, my game works without crash under Microsoft NT 2000 and under Microsoft Windows XP.

Offline EgonOlsen
« Reply #105 - Posted 2007-08-01 17:22:29 »

I'm sorry, don't forget that Microsoft Vista is less reliable than Microsoft Windows XP and currently, my game works without crash under Microsoft NT 2000 and under Microsoft Windows XP.
But you can't blame Vista for your code not being thread safe. Vista in daily work is not less realible. In fact, i haven't got a single crash of the OS or a blue screen since i'm using it.

Offline gouessej

« In padded room »



TUER


« Reply #106 - Posted 2007-08-01 18:17:58 »

But you can't blame Vista for your code not being thread safe. Vista in daily work is not less realible. In fact, i haven't got a single crash of the OS or a blue screen since i'm using it.
I'm installing internet in my university residence for 180 people. All Vista users except one want to remove Vista to reinstall Windows XP. They have had many problems in their daily use, even for reading a movie on a DVD. They complain about UAC, I told them that they can disactivate it. No, other OS use threads and work with my game without crashing. The behaviour I described almost happen only under Vista. I will only use synchronized blocs to work around it.

Offline gouessej

« In padded room »



TUER


« Reply #107 - Posted 2007-08-01 18:34:09 »

Warning!

High maintenance tonight. The game might crash because I will try to modify the config files to solve the problems under Vista Ultimate.

Link removed

Offline EgonOlsen
« Reply #108 - Posted 2007-08-01 19:35:24 »

No, other OS use threads and work with my game without crashing. The behaviour I described almost happen only under Vista. I will only use synchronized blocs to work around it.
If an application crashes because it works multi-threaded but isn't thread safe in the sections where it counts, it's unarguably the application's fault, not the OS'. In your case, synchronizing the methods/blocks alone may not help, because display can still be called before init then. Just flag that init has run and prevent display from doing anything before that happened and you should be done, if i understood the problem correctly.

Offline cylab

JGO Knight


Medals: 34



« Reply #109 - Posted 2007-08-02 10:48:30 »

No, other OS use threads and work with my game without crashing.
That may be just a lucky incident. Thread problems like race conditions depend on a lot of things. You have to _carefully_ plan when setting up multi-threading or you end up with a complete mess and unmaintainable software. Code blocks _have_ to be synchronized if there is the _tinyest_ chance that it theoretically could be executed in parallel and is writing to (and sometimes even for reading from) shared (read nonlocal) variables. Multicore CPUs makes this even more fragile.

Mathias - I Know What [you] Did Last Summer!
Offline DzzD
« Reply #110 - Posted 2007-08-02 13:04:44 »

may be you should modify your first post for every new version as it is quite hard to found the lastest link to the game in this hot topic.

enfin je pense....

Offline gouessej

« In padded room »



TUER


« Reply #111 - Posted 2007-08-02 17:27:46 »

may be you should modify your first post for every new version as it is quite hard to found the lastest link to the game in this hot topic.

enfin je pense....


Link removed
Link removed

Sorry you're right. The game has a lot of problems. FileZilla uploaded my java archive with an error, I need to upload it anew. The bug under Vista has been corrected in the next version which will be updated before the end of the week if it is possible. I hope it's only a problem of synchronization and "NullPointerException". When you use my game, it is better to empty all the caches used by java webstart, even the applicative cache. If Java WebStart uses any old config files to launch my game, it will crash. I still have no internet at home, I have some technical problems.

Finally, the second session of tests under Vista begins tonight. I want to solve this problem definitively. I'm very tired. The only new feature in the next version is the crosshair to help you to shoot the robots. As Egon suggested, I will add a JProgressBar next week.

Space Xscape
Guest
« Reply #112 - Posted 2007-08-02 20:54:40 »

Couldn't get it to run on the Old Tappan Public Libraries:

General:
Quote
An error occurred while launching/running the application.

Title: TUER
Vendor: Julien GOUESSE
Category: Download Error

Could not verify signing in resource: http://javadl.sun.com/webapps/jawsautodl/AutoDL/j2se/javaws-1_0_1-j2re-1_6_0-native-windows-i586.jar

Exception:
Quote
JNLPException[category: Download Error : Exception: java.io.FileNotFoundException: C:\Documents and Settings\Internet\Application Data\Sun\Java\Deployment\cache\javaws\http\Djavadl.sun.com\P80\DMwebapps\DMjawsautodl\DMAutoDL\DMj2se\RNjavaws-1_0_1-j2re-1_6_0-native-windows-i586.jar\j2re-installer.dll (Access is denied) : LaunchDesc: null ]
   at com.sun.javaws.security.SigningInfo.checkSigning(Unknown Source)
   at com.sun.javaws.cache.DownloadProtocol$RetrieveAction.actionDownload(Unknown Source)
   at com.sun.javaws.cache.DownloadProtocol.doDownload(Unknown Source)
   at com.sun.javaws.cache.DownloadProtocol.getResource(Unknown Source)
   at com.sun.javaws.LaunchDownload.downloadJarFiles(Unknown Source)
   at com.sun.javaws.LaunchDownload.downloadEagerorAll(Unknown Source)
   at com.sun.javaws.Launcher.downloadResources(Unknown Source)
   at com.sun.javaws.Launcher.handleApplicationDesc(Unknown Source)
   at com.sun.javaws.Launcher.handleLaunchFile(Unknown Source)
   at com.sun.javaws.Launcher.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Wrapped Exception:
Quote
java.io.FileNotFoundException: C:\Documents and Settings\Internet\Application Data\Sun\Java\Deployment\cache\javaws\http\Djavadl.sun.com\P80\DMwebapps\DMjawsautodl\DMAutoDL\DMj2se\RNjavaws-1_0_1-j2re-1_6_0-native-windows-i586.jar\j2re-installer.dll (Access is denied)
   at java.io.FileOutputStream.open(Native Method)
   at java.io.FileOutputStream.<init>(Unknown Source)
   at java.io.FileOutputStream.<init>(Unknown Source)
   at com.sun.javaws.security.SigningInfo.checkSigning(Unknown Source)
   at com.sun.javaws.cache.DownloadProtocol$RetrieveAction.actionDownload(Unknown Source)
   at com.sun.javaws.cache.DownloadProtocol.doDownload(Unknown Source)
   at com.sun.javaws.cache.DownloadProtocol.getResource(Unknown Source)
   at com.sun.javaws.LaunchDownload.downloadJarFiles(Unknown Source)
   at com.sun.javaws.LaunchDownload.downloadEagerorAll(Unknown Source)
   at com.sun.javaws.Launcher.downloadResources(Unknown Source)
   at com.sun.javaws.Launcher.handleApplicationDesc(Unknown Source)
   at com.sun.javaws.Launcher.handleLaunchFile(Unknown Source)
   at com.sun.javaws.Launcher.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Must be their security software is preventing me from running any web start games. I can run runescape fine though.
Offline gouessej

« In padded room »



TUER


« Reply #113 - Posted 2007-08-03 12:27:40 »

Couldn't get it to run on the Old Tappan Public Libraries:

General:
Exception:
Wrapped Exception:
Must be their security software is preventing me from running any web start games. I can run runescape fine though.
Thanks for the details. When it happens, launch the game a second time by using the java web start interface and it works. I'm updating the game right now! It works good. The tests under Vista don't give any good results but it works under the other operating system. 

Offline DzzD
« Reply #114 - Posted 2007-08-03 12:33:08 »

Works very fine for me on hardware mode with a 1.6ghz CPU & ati x200 GC about 50/70 fps, unable to move in software about 0 fps  Sad.

I have looked for monster but cant find them, i think they was afraid  Wink

ps.: to be honest i dislike the color of graphics

Offline gouessej

« In padded room »



TUER


« Reply #115 - Posted 2007-08-03 13:02:21 »

Works very fine for me on hardware mode with a 1.6ghz CPU & ati x200 GC about 50/70 fps, unable to move in software about 0 fps  Sad.

I have looked for monster but cant find them, i think they was afraid  Wink

ps.: to be honest i dislike the color of graphics
Lol, in the experimental mode, the monsters are not visible. I dislike the color too. This level will be only a special level in the next version. The first true level of the game will be a jailhouse with many guards (MD3 models). You will begin without weapon and you will have to find your equipment before killing the main guards.

Offline gouessej

« In padded room »



TUER


« Reply #116 - Posted 2007-08-03 13:24:24 »

Test under Microsoft Windows XP Professionnal OK  Grin
I don't know why it is so slow to load the data.

Coming soon :
- new collision systems for the experimental mode
- maybe a power-up

Space Xscape
Guest
« Reply #117 - Posted 2007-08-03 16:40:47 »

Thanks for the details. When it happens, launch the game a second time by using the java web start interface and it works. I'm updating the game right now! It works good. The tests under Vista don't give any good results but it works under the other operating system. 

Do you mean through the start menu?
Offline gouessej

« In padded room »



TUER


« Reply #118 - Posted 2007-08-03 18:04:22 »

Do you mean through the start menu?
No. Go to "Start"->"Execute" and enter "javaws -viewer" if you're under Windows. If you use Linux, Unix or Mac, open a terminal and enter "javaws -viewer". Then, look at my game in the application list, select it and click on the green button to launch it again.

Space Xscape
Guest
« Reply #119 - Posted 2007-08-03 23:47:39 »

No. Go to "Start"->"Execute" and enter "javaws -viewer" if you're under Windows. If you use Linux, Unix or Mac, open a terminal and enter "javaws -viewer". Then, look at my game in the application list, select it and click on the green button to launch it again.

Wow i am  bad, i never knew i could do that!  Huh
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