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  TUER: Truly Unusual Experience of Revolution, FPS using JOGL  (Read 253977 times)
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Offline gouessej
« Reply #1140 - Posted 2013-04-19 11:22:07 »


Hello, i tested !

- I confirm the mouse is now visible ^^ . But i didn't see any crosshair, but i have still a textures problem on my laptop (black fog very near), that could explain... (however it's weird, i'll look at the code how the textures are set)
The crosshair doesn't use any texture, it's just a tiny VBO. It's very small. I already checked yesterday on a machine under Windows 7 and it worked, I will check on a laptop.

- The enemies who shoot, the loss of health, that's cool, it progresses toward a real gameplay Cheesy .
Thanks. I have to update the demo, the player falls, a message is displayed and a small music is played when he dies. The blood on the screen is still missing.

I'm not satisfied by the behaviour of the weapons used by the player
After taking the guns, i couldn't shoot (but i didn't understand if it's currently possible, sorry, forget if not...).
Nobody reads the instructions  Wink You need to pick up some ammo and to reload your weapon.

I'm now able to clone enemies without making unnecessary copies of geometric data.
Cool ^^ ! How did you do finally ? Because theorically no need to clone keyframes too, in my case i store one instance of the animated mesh and the "Enemy" objects only store and manage the parametric variable of the animation (but maybe that depends on the Ardor3D structure ^^ ).
That's the point. The morph mesh must be duplicated but not the key frames. You can do the same with JMonkeyEngine but I'm not sure the MD2 loader has been ported to its third version and Ardor3D provides a nice helper to copy meshes.

Next steps:
- hide or disable the menu of the arena mode (this mode is not ready yet and showing it only leads to confusion)
- clarify the display of ammunitions (add some texts until some nice icons are ready)
- improve the ammo box (almost nobody understands that this green box contains some ammo)
- draw some blood on the screen (I really want to get a better result than in the alpha version)
- allow the enemies to turn to the player (the game will become more challenging  Grin)
- allow the modification of mouse sensitivity and key mapping
- use key framed animations for the weapons of the player
- design a cop who would replace the soldier (I don't want to go on using materials that might be copyrighted)
- show the hand(s) of the player on the weapon(s) that he holds

I won't be able to allow the enemies to move without a better collision detection. I will probably extract the skeletons of some existing animations to create the cop but it will require another feature in Ardor3D. I need a mesh exporter to modify mesh data in Ardor3D, edit them in Blender and import them anew in Ardor3D.

I will post some screen captures and a video only when the cop is ready.

If I see that the implementation of a feature takes a long time, I will try to planify the implementation of smaller ones.

Edit.: I will modify the image in the very first post too.

Edit.2: I reproduce the bug with the laptop, thanks N_I_C_S.

Edit.3: I updated the demo, it contains a fix for the bug reported by N_I_C_S. There are still some problems of accuracy in collisions detection. I will have to store vertices of models into a hierarchical data structure to recompute their bounding volumes faster.

Edit.4: My 3 first suggestions have been implemented successfully. I will try to draw some blood on the screen tomorrow.

N.B: Sourceforge upgraded my project some days ago. My Subversion repository has been moved here.

Offline gouessej
« Reply #1141 - Posted 2013-04-22 09:40:52 »


I have improved the accuracy of the collisions detection, it prevents the player from shooting the wrong guy when several ones are in his trajectory.

I have improved the display settings GUI, I have put the handling of screen rotations and the other settings into 2 separate panels instead of displaying a huge list of available display modes. The panel for screen rotations is hidden if your hardware doesn't support them. NEWT will be able to provide enough information about physical monitors soon which will allow me to give to the end users the possibility of choosing a virtual  or a single physical (primary or secondary) monitor.

I have started implementing a GUI to assign keys and mouse buttons to actions. I will add a setting to reverse up & down and to modify the mouse sensitivity. I don't plan to support controllers yet, it will be done later.

The morphing of MD2 models is still a bit buggy. When the frame rate is low, the morphing mesh is really stange  Sad I will have to fix this bug in Ardor3D (it is probably still broken in JMonkeyEngine 2 too).

I will interpolate bounding volumes between key frames instead of using interpolated vertices in order to use less CPU time (even though it is a bit less accurate) without spending months in implementing some tree support in Ardor3D.

The bloody screen is far from being ready. Saturday, I used ffmpeg in command line to extract all frames of a working example from a video (Goldeneye 007, Nintendo 64). Then, I tried to use the editor of color levels in The Gimp 2.8 to keep only the blood. I will have to use the "marching squares" algorithm to extract the contours. After that, I will use the contours to compute some packets of squares and I will merge most of them into bigger rectangles with my array helper. Finally, I will split these rectangles into triangles, put their vertices into a VBO per frame and use them in a key frame animation.

I'm still not satisfied by the absence of the player's hands and the animations of his weapons.

I really have to clean my source code. The class GameState is becoming too big. When it's done, it will be easier to add a true menu displayed when the game is paused. The input triggers have to be registered/unregistered correctly when entering/exiting a state.

I will update the demo when some bug fixes are ready.

Edit.: A regression in NEWT affects keys from F1 to F12, the numerical pad and the arrows on non-QWERTY/QWERTZ keyboard layouts (for example AZERTY).

Offline gouessej
« Reply #1142 - Posted 2013-04-25 22:31:03 »


I've updated the demo. The regression had been caused by me, I compiled Ardor3D and TUER with different versions of JOGL. The bug of the MD2 animations has been fixed too.

I would like to replace the soldier by a cop (I will make it with Blender). I really need an exporter for Ardor3D.

Games published by our own members! Check 'em out!
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Offline gouessej
« Reply #1143 - Posted 2013-05-01 08:59:23 »


A very few keys (arrow keys) are still not handled correctly. I have partially fixed this bug in NEWT for GNU Linux but not for Windows. Best regards.

Offline gouessej
« Reply #1144 - Posted 2013-05-03 21:36:54 »


It is now possible to modify the controls (mouse buttons and wheel, keyboard). I will allow to modify the sensitivity of the mouse and reverse up/down before updating my game. Best regards.

Offline gouessej
« Reply #1145 - Posted 2013-05-22 11:43:45 »


You can modify the sensitivity of the mouse and reverse up/down. I know this is not fantastic but I did that as it was asked by Erikd (several years ago) and I thought it would be useful.

I avoid adding tons of concrete features into the road map of my game because it will be already very difficult to do what I've already planned but when I spend some time in evaluating the remaining amount of work to get the job done, I realize that things will be more complicated than I thought at the beginning. For example, when I planned to improve the artificial intelligence, I didn't think immediately about pathfinding (I'll probably use Dijkstra's Algorithm). When I planned to create some new ennemies, I didn't know that the very old MD2 key-frame controller contained a bug that would directly have an impact on low end machines I use daily and that Blender (>= 2.50) has almost no reliable import scripts for the formats I use. When I planned to switch to Ardor3D, I didn't know I would have to port its JOGL renderer to JOGL 2.0 by myself (because a guy claimed to have a working ported renderer and I thought he would contribute, I was naive). My game won't be complete in 2016. I have a real lack of visibility, I hope that the situation will be better soon. I wonder whether I should keep Android support in my roadmap and my tablet doesn't work any more, I have no device supporting at least Android 2.3.

I'm currently creating several new states:
- game over (at the end of a game, when the players dies, wins or aborts a mission)
- pause menu
- exit (final cleanup)

I'm going to separate the mutable part of the game state from its immutable part so that things required by all levels in all modes will be loaded once and things required by some levels will be loaded on demand and "unloaded" in the loading state if they are no more required. I need to do that before adding a second level, to test OSM2World.

I still want to add at least another enemy into the first level.

Actually, it is still impossible to win... There is no way to leave the first level, I have to fix that.

Edit.: I have just created a ticket to sum up what I plan to do to support vector images:

Edit.2: I'm going to add a new level into the game very soon, stay tuned Smiley

Offline pixelapp

Junior Devvie


« Reply #1146 - Posted 2013-10-19 20:25:27 »

Hello. Testing this thread, 1, 2. 1, 2.

Cloud games and fun.
Offline Opiop
« Reply #1147 - Posted 2013-10-19 20:26:01 »

Hello. Testing this thread, 1, 2. 1, 2.
What? Why?

Offline pixelapp

Junior Devvie


« Reply #1148 - Posted 2013-10-19 20:28:29 »

The owner of this thread is a friend of mine and asked me to do this favor for him. If you want more info, please ask him. Smiley

Cloud games and fun.
Offline gouessej
« Reply #1149 - Posted 2013-10-22 13:33:07 »


Hello. Testing this thread, 1, 2. 1, 2.
Received 5 by 5 comrade:

Thank you for your help  Wink

I'll avoid making multiple consecutive posts. Best regards.

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline gouessej
« Reply #1150 - Posted 2014-01-15 10:24:30 »


I'm going to update JFPSM in a few days with a new tool to convert Quake 2 MD2 files into WaveFront OBJ files, I will probably add key frames data into the comments. This tool will be helpful to avoid wasting a lot of time in fixing Python scripts of Blender each time its public API has been modified. Once the key frames are stored into a WaveFront OBJ file, you can use almost any modeler to edit them. This feature will be used to design a new cop for my game.

TUER can't be run with Java 1.7 update 51 due to its new security requirements (detailed here) as it doesn't use a code signature from a "trusted" authority. I will have to use this kind of signature very soon. In the meantime, please add my JNLP files into the exception site list, it's explained here.

I'll pay someone on DevianART to create a nice 3D model of hand to handle a gun.

Best regards.

Edit.: The alpha version of TUER has just been ported to JOGL 2 but there are a few spelling mistakes in the JNLP file, I'm going to fix that in a few hours.
Edit.2: I've just tested the alpha version of TUER under Windows, it works very well but you still have to lower the security level to run it. Since January 22th 2014, Java 1.7 is necessary, I have to update the minimal requirements. As I don't use JOAL in this version, the sound effects don't work with OpenJDK.
Edit.3: I'm working on MD3 support.
Edit.4: I've updated the website of the game, it supports two languages now. I haven't decided yet whether the game itself should support multiple languages.
Edit.5: I'll write an article about the changes of the policies and in the organization of this project soon.

Offline gouessej
« Reply #1151 - Posted 2014-07-13 00:27:15 »


I've just written an article about the progress of my project:

Sorry, it isn't very impressive but I don't give up.

Offline Nate

« JGO Bitwise Duke »

Medals: 165
Projects: 4
Exp: 14 years

Esoteric Software

« Reply #1152 - Posted 2014-07-13 04:58:13 »

Try this:
Then you just need NSIS to make a Windows installer. NSIS can be run on POSIX systems to compile a Windows installer.

Offline gouessej
« Reply #1153 - Posted 2014-07-13 08:46:08 »

Thank you very much Nate. Are those limitations still there, especially about Windows 32 bits? You're probably right about NSIS:

I'm going to give it a try very soon, at least to create an .app file for Mac OS X. Which versions of Mac OS X does it support? Would you prefer creating RPMs and DEBs instead of ZIP archives for GNU Linux?

Big kudos for having created such a tool in a weekend  Grin

Edit.: I get the expected files in the output directory but how to make a single .app file from them? Is an .app file just a ZIP archive with a different extension?

Offline Nate

« JGO Bitwise Duke »

Medals: 165
Projects: 4
Exp: 14 years

Esoteric Software

« Reply #1154 - Posted 2014-07-13 14:59:46 »

Oh it's Mario's tool, not mine. Smiley Limitations, yeah most likely. An .app is a directory structure. Not sure which OSX versions, likely all that matter (OSX users almost have to stay up to date). I like zip files for all OSes, but users don't.

Offline gouessej
« Reply #1155 - Posted 2014-07-15 21:39:24 »

Ok, I'll try the .app file under Mac OS X 10.6.8. I might need some help to test it with a more recent version of Mac.

Edit.: Result: "You can't open the application out because the Classic environment is no longer supported". I zipped the directory produced by PackR to create an .app file. It does nothing when I just copy the directory as is. I don't know what I should do with this directory.

Edit.2: Actually, I have to rename the directory so that it ends with ".app" and then it runs. However, it crashes under Mac OS X 10.6.8.

Offline gouessej
« Reply #1156 - Posted 2014-07-25 23:31:40 »


Please can some Mac OS X users give it a try?

This is a zipped Mac OS X application bundle created with Packr. It should work with Mac OS X 10.7 and later. It crashes with Mac OS X 10.6.8. Sorry, it's a bit big.

Edit.: jmaasing has just confirmed that the Mac application bundle is now working. It doesn't work with OS X 10.6.8 but it should work with 10.7.3 and later which is better than nothing. I have no Apple ID, this bundle isn't signed. I did the following mistake:
- vmargs in Packr expects forward slashes instead of dots to delimit package names (dots are used inside the manifest)
- the root directory "" must be kept with the ZIP archive (I use "prefix" with zipfileset in the Ant script)
- the launcher file must remain executable after putting it into a ZIP archive, I have to force the file permissions when creating the ZIP (I use "filemode" with zipfileset to do it)
I don't need to buy a Mac  Grin   I reimplemented Packr with Ant, it still works, I only kept its native launchers Smiley I'm going to add a nice picture to "encourage" Mac users to run my game, I know some people here might dislike my sense of humor.

Offline gouessej
« Reply #1157 - Posted 2014-10-23 15:05:36 »


I've just written an article about the progress of my project (8 years  Grin):

There is nothing really eye candy to show because I'm still working on a replacement of Java Webstart. I don't give up.

Offline ags1

JGO Kernel

Medals: 171
Projects: 6
Exp: 7 years

Make code not war!

« Reply #1158 - Posted 2014-10-23 18:36:10 »

Out of curiosity, what do you still have on your to do list?

Offline gouessej
« Reply #1159 - Posted 2014-10-23 20:37:15 »

Sorry, maybe my article isn't clear. All requests for enhancement are in the bug tracker except those about anti-portals and cells-and-portals subdivision. It reminds me that I have forgotten to enter a bug about the gun that stops working sometimes, it becomes impossible to reload.

The bug tracker is here:

Thank you for your question. I'm going to rephrase one paragraph.

Edit.: The support of Java 1.7 was broken: Exception in thread "main" java.nio.file.FileSystemNotFoundException
I've just fixed it by using this tutorial about NIO 2:
The OS X APP file should work and I will try to make the GNU Linux packages work before the end of the month.

I like PackR a lot  Grin

Edit.2: My first RPM works  Grin PackR's native launcher was crashing despite my effort to fix the file permissions. Therefore, I added an option into JNDT to replace it by a script. The main drawback is that I have to pass the path of the installed application when creating the script if I want to avoid any easily breakable solution working only with Bash like this one:
I'm going to upload the RPMs (i386 + x86_64) very soon.

Edit.3: The RPMs are available here (ARM RPM missing). Enter "tuer" in command line after installing the RPM to run the game.

Edit.4: The RPMs add an item into the start menu, in the category "Game" -> "Shooter". I just have to clean a few things and I'll update them today.

JNDT (Java Native Deployment Toolkit) will be moved into a separate Ant build file tomorrow. You can already test the bundles that I created with it here:

JNDT allows to create self-contained native application bundles and native application archives for any OS supporting JavaSE. When a bundle requires the administrator rights on the machine, an archive is provided as a fallback solution. The bundles are more straightforward to install than the programs in the archives. The native application bundles can be created on a different OS than the targeted OS thanks to PackR native launchers (whose binaries are included) and the launch scripts, you need to use the targeted OS only if you need to modify the native launcher. The window icons are partially supported. The packages for GNU Linux provide a good native integration in the desktop, an item is added in the start menu.

I need to move tons of hardcoded things into variables and attributes. I'll let you know when it is ready.

09/11/2014: JNDT has been moved into a separate file except the Ant macro for GNU Linux:

11/11/2014: JNDT is ready to be used, I just need to make a few minor improvements:
- the management of the image format extension is still a bit poor but I have found no document about which ones are supported under GNU Linux (only .icns isn't supported on my distro)
- the .bat script used under Windows is unable to detect its own location unlike the bash script used under GNU Linux, Unix and Mac
- the JRE is mostly used as is, it's not minimized
- all files in jre/bin should be kept when no minimization is requested
- ARM isn't supported yet

12/11/2014: All JARs used by JNDT are in lib/ant/ by default. You can change the default location of those libraries by setting "jndtlibdir". I'm going to avoid making useless file copies when handling the documentation.

13/11/2014: I've used JNDT on my game, please can you test my application bundles? I'll test them under Windows tomorrow. I'll do the same for Mac but the one someone gave me is so old :s

14/11/2014: The dependencies are now supported for RPM and Debian packages. I've just tested my Windows ZIP archive and it works, just double click on the .bat file. The problem is that the virus scanner takes some time in handling the archive.
The following platforms are supported:
- GNU Linux (32-bit and 64-bit Intel and AMD): supported, tested (Mageia 4, Ubuntu 14.04 LTS), OK
- GNU Linux (ARM): not supported yet, NOK
- OS X 10.7.3 and later (universal): supported, tested (OS X 10.10), OK
- Windows (32-bit and 64-bit Intel and AMD): supported, tested (Windows 7 64-bit), OK
I don't forget my todo list:
- upload new Debian packages as the "section" parameter was wrong
- allow to choose the compression method (none -> plain tar, gzip, bzip2, zip)
- use better filenames for the archives, indicate the target OS when it's not obvious
- replace the "platform" attribute by something closer to what Java Webstart uses, an attribute for the OS and an attribute for the architecture
- improve the management of icons (use Antelope)
- detect the location of the .bat script under Windows
- create MSI packages for Windows
- minimize the JRE (optionally)
- write some documentation, put it into the article about JogAmp's Ardor3D Continuation as JNDT will be its recommended deployment method

15/11/2014: ARM is supported, the "platform" attribute has been replaced by the "os" and "arch" attribute, the filenames contain the OS except for platform-dependent packages, it's now possible to choose a compression method.
todo list:
- fix a regression occurring when "jdk" is set to "" (it uses the system JRE, I shouldn't try to use a packaged JRE then)
- allow to put the distro name into the filename of GNU Linux packages ("distro" attribute, default value "unknown")
- upload some updated packages (it takes usually more than 2 hours :s I'll do it in about 10 hours)
- improve the management of icons (use Antelope)
- detect the location of the .bat script under Windows
- create MSI packages for Windows
- minimize the JRE (optionally)
- write some documentation, put it into the article about JogAmp's Ardor3D Continuation as JNDT will be its recommended deployment method
The number of downloads of my game has been multiplied by almost 30 this week, I thank you for your (silent) help, the archives and the packages are still here.

Edit.: Packages updated!  Grin

16/11/2014: The regression has just been fixed. The icon names are correctly computed but the absence of icon file isn't correctly handled yet. I won't allow the use of the distro name.
todo list:
- treat the absence of icon file
- detect the location of the .bat script under Windows
- create MSI packages for Windows
- minimize the JRE (optionally)
- write some documentation, put it into the article about JogAmp's Ardor3D Continuation as JNDT will be its recommended deployment method

17/11/2014: Someone is going to test the Windows archive under Windows with no admin rights to confirm whether it works as expected. The number of weekly downloads of my game has been multiplied by almost 6070 in comparison with last month as you can see here, I thank you for your (silent) help again Cheesy I see it as an encouragement to improve the game itself.

Edit.: The game can be run without trouble without admin rights under Windows 7. Providing an icon is no longer mandatory. I will document my tool very soon but the other items of the todo list will be postponed so that I can improve my game.

19/11/2014: It's possible to set the distribution both for the RPMs and the Debian packages. I'd like to publish the documentation before the end of the week.

Offline gouessej
« Reply #1160 - Posted 2014-11-22 22:33:21 »


I've just published my tutorial about JogAmp's Ardor3D Continuation:

I still have to explain better the basic concepts and the numerous (about 100) examples. I think that there is a huge lack of screen captures too as it is intended to show what a 3D engine can do  Clueless

It contains some documentation for JNDT too. It will be improved very soon.

I will add some support of multiple JARs into JNDT, I will support the native libraries outside of the JARs too so that the developers can use it with lots of libraries that don't extract and load them from their JARs. Moreover, the automated native library loading has a cost, it increases the startup time and it doesn't work on some machines with very strict security policies.

Best regards.

Edit.: JNDT now supports multiple JARs  Grin but please read carefully the documentation.

27/11/2014: It's now possible to complete the two first missions  Grin
28/11/2014: Now you have to unlock each level one by one. I have forgotten to put a teleporter to exit the level 2 :s I will update the bundles later.
02/12/2014: I'm going to implement the mission objectives very soon. My "game" is becoming a game (without double quotes Wink ). The upload of the self-contained native application bundles takes several hours and my website on Sourceforge is sometimes down for a few minutes. I will have to host it myself next year on a low power server (about 20 W).
03/12/2014: The mission objectives have been implemented, they are shown at the beginning and at the end of the mission. I'd like to show them in the pause menu too. I have to clean the source code a bit and then I'll improve the collision system.
04/12/2014: The mission objectives are shown in the pause menu and when an objective status changes, it is shown in the game too. It's time to clean the code before adding any new feature because the class GameState is becoming very fat.
05/12/2014: When several objectives are updated at the same time, it is correctly handled in the game. I started cleaning my mess yesterday.
06/12/2014: I have just removed the useless server side code and I have ensured that there is a fallback for the single JavaScript function that I use on my website. As its structure has changed, lots of links are broken. You can find my game here:
15/12/2014: I'm still cleaning my source code in order to ease the addition of new levels into the game. I'd like to improve the tutorial and drive the first level a lot harder. I have to update the bundles too, sorry.
22/12/2014: An East Ukrainian webmaster repackaged my game with several viruses and Trojan horses, his program is signed up with a (probably stolen) certificate of "OOO IT Service", he uses a "trusted" certificate provided by Thawte. Please don't install his crap, only use my official website to get it.
23/12/2014: The notice and take down procedure has been successful, the malware is no longer available online. I will allow nobody to use my game to make money and/or to harm end users.
24/12/2014: I've uploaded the updated self-contained native application bundles of my game, enjoy  Grin

Offline gouessej
« Reply #1161 - Posted 2015-04-01 12:14:04 »


I will upload the updated self-contained native application bundles of my game before the end of the week, it contains a very few changes:
  • The correct version of JOGL is loaded even though an older version (< 2.3.1) is installed, it's very useful under Mac
  • A subtitle is displayed during the introduction
  • The automated native library loading no longer fails in some particular cases under Windows

I have spent a lot of time in cleaning a part of the source code dealing with the factories. When it's done, I will improve the system of collision detection in order to manage much more complicated levels. I'd like to improve JFPSM too in order to extract and put each key frame into a separate file. I still hesitate in using OpenGEX instead of Collada.

Offline gouessej
« Reply #1162 - Posted 2015-08-10 22:58:29 »


I'm currently uploading the updated self-contained native application bundles of my game, sorry for the long delay.

The brand new JogAmp fat JAR (jogamp-fat.jar) eases a lot the use of JogAmp especially for the newbies (just one JAR to add into the classpath and no Java library path to set as usual) and it helps a lot to create fat JARs from any application based on it with various build tools including Ant (no need to wonder what the layout of the native libraries is, just preserve the location of these files).

I need to buy an HDMI cable, I'd like to make my game work with the Raspberry Pi 2  Grin Stay tuned.

2015/08/18: I have uploaded a new version. It fixes a big regression under Windows 8.1, GlueGen was unable to find a temporary executable directory to extract the native libraries.
2015/09/27: I have uploaded a new version, it fixes a crash under Windows 10, GlueGen was unable to find a temporary executable directory to extract the native libraries.
2015/09/29: The game should work correctly with OpenGL ES 1 and 2. I'm working on the portals too.
2015/10/04: I'm currently implementing the support of multiple languages. A few strings are currently translated.

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