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 How to create movement with acceleration/force? 2D platformer  (Read 6081 times) 0 Members and 1 Guest are viewing this topic.
Shane75776
 « Posted 2011-12-15 02:02:00 »

So basically right now my character moves at a constant speed left and right and what I would like to
have is the character slowly speed up the longer the movement key (left or right) is pressed and then come to a
stop when its released.

Here is my move method right now.
 1  2  3  4  5  6  7  8  9  10  11 `public void move()   {      x += speed * dx;      y += dy;            if(y > 760 || y < 0)      {         dead = true;         x = startX;         y = startY;      }`

dx is the value that determines if he moves left or right, switches between 0, 1, -1
speed is a constant. currently set to 1.

If someone could update it and explain to me how works I would be super happy.

Thanks

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Cero
 « Reply #1 - Posted 2011-12-15 02:09:17 »

well its called acceleration - another factor

you have the location x,y - the speed x,y and the the acceleration

the acceleration determines how fast the speed changes, and the speed determines how fast the object it moved/relocated

Shane75776
 « Reply #2 - Posted 2011-12-15 02:22:46 »

well its called acceleration - another factor

you have the location x,y - the speed x,y and the the acceleration

the acceleration determines how fast the speed changes, and the speed determines how fast the object it moved/relocated

Yes I know how it works, I just have no idea how to implement it in code. which is what meant by my original question.

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gbeebe

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 « Reply #3 - Posted 2011-12-15 02:41:47 »

 1  2  3  4  5  6  7  8  9  10  11  12  13  14 `public void move()   {    speed = speed + dx;      x += speed;      y += dy;            if(y > 760 || y < 0)      {         dead = true;         x = startX;         y = startY;      }}`

You may want to cap the min and max of speed, and you may find that this acceleration is too fast, if so change speed, and x to a double and:
 1  2 `speed = dx * 0.001;x = x + speed)`

You can change 0.001 to your desired rate of acceleration.  Also, for slowing down, if dx = 0 figure out if speed is negative or positive and head towards zero.
Shane75776
 « Reply #4 - Posted 2011-12-15 03:20:39 »

alright, now I tried to implement that but now I get an issue with my drawing of my image.

because x is now a double I get an error when I try to draw my image in my draw method.

g2d.drawImage(image,x,y,null);

So do I need to cast it back to an int? And if so wouldnt that just make my x be 1 and im back at having a constant speed of 1?

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ra4king

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 « Reply #5 - Posted 2011-12-15 03:55:33 »

g2d.drawImage(image,(int)Math.round(x),y,null);

And gbeebe made a typo, should be:
 1  2 `speed += dx * 0.001;x += speed;`

Shane75776
 « Reply #6 - Posted 2011-12-15 05:15:39 »

even that did not work.

when I try to move, my sprite does not move at all, just stays stuck. but if I got back to a constant and not use doubles (which makes it so I cant have an acceleration) it works.

This cant be that hard, I have seen many games do this on here =\

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ra4king

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 « Reply #7 - Posted 2011-12-15 05:42:12 »

Post all related code. This sounds like a casting error.

Shane75776
 « Reply #8 - Posted 2011-12-15 05:54:14 »

Alright, ill post the source in a zip if you like. or I can just jar it up with source included. so you can run and see what its like normally.

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Shane75776
 « Reply #9 - Posted 2011-12-15 05:59:36 »

http://www.mediafire.com/?st3494f7osd9kue

The code is a bit sloppy and not very commented throughout most of it, I tend to do that until I get an end product im happy
with from which I go through, re-program it better and clean it up.

There are some glitches still needing to be worked out but anyways, the Player.java is the file you will find my move method in. Its being updated
from BlockmanMain.java

I put everything back to how I originally had it without the doubles so it will run on startup.

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ra4king

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 « Reply #10 - Posted 2011-12-15 06:02:58 »

Just posting the character class here on JGO is enough >.<
Too lazy to download a jar, extract it, and look through all the source

Shane75776
 « Reply #11 - Posted 2011-12-15 06:06:02 »

Alright, ill do that then my bad

A lot of the methods in the player class are not used, a lot were made and then abandoned I just have not cleaned them up yet.

PLAYER CLASS <which is updated by the BlockMan class which I will post below>
 1  2  3  4  5  6  7  8  9  10  11  12  13  14  15  16  17  18  19  20  21  22  23  24  25  26  27  28  29  30  31  32  33  34  35  36  37  38  39  40  41  42  43  44  45  46  47  48  49  50  51  52  53  54  55  56  57  58  59  60  61  62  63  64  65  66  67  68  69  70  71  72  73  74  75  76  77  78  79  80  81  82  83  84  85  86  87  88  89  90  91  92  93  94  95  96  97  98  99  100  101  102  103  104  105  106  107  108  109  110  111  112  113  114  115  116  117  118  119  120  121  122  123  124  125  126  127  128  129  130  131  132  133  134  135  136  137  138  139  140  141  142  143  144  145  146  147  148  149  150  151  152  153  154  155  156  157  158  159  160  161  162  163  164  165  166  167  168  169  170  171  172  173  174  175  176  177  178  179  180  181  182  183  184  185  186  187  188  189  190  191  192  193  194  195  196  197  198  199  200  201  202  203  204  205  206  207  208  209  210  211  212  213  214  215  216  217  218  219  220  221  222  223  224  225  226  227  228  229  230  231  232  233  234  235  236  237  238  239  240  241  242  243  244  245  246  247  248  249  250  251 `public class Player extends Thread{   private Image image;   private Thread animator; //animates the jump   private boolean jump = false;   private boolean jumping = false; //is in the middle of a jump   private boolean done = false; //tells when jumping is done   private boolean peak = false; //tells when at peak of jump   private boolean falling = false; //if player is falling, or in the air still   private boolean rising = false;   private boolean movingRight = false;      public boolean grounded = true;   public boolean dead = false;      private int width = 10;   private int height = 10;      private int x;   private int y;   private int startX;   private int startY;      private int dx;   private int dy = 0;      private int speed = 1;      private int jumpHeight = 50;   private int groundHeight;         String url = "player.png";      public Player()   {      ImageIcon ii = new ImageIcon(this.getClass().getResource("/images/player_2.png"));      image = ii.getImage();      groundHeight = y;         }   public void update()   {      move();   }   public void move()   {      x += speed * dx;      y += dy;            if(y > 760 || y < 0)      {         dead = true;         x = startX;         y = startY;      }         }   public void jump()   {            if(!jump)      {            grounded = false;         jump = !jump;                  animator = new Thread(this);         animator.start();      }   }   public void draw(Graphics2D g2d)   {      g2d.drawImage(image,x,y,null);   }   public Image getImage()   {      return image;   }   public int getX()   {      return x;   }   public int getY()   {      return y;   }   public void setX(int x)   {      this.x = x;   }   public void setY(int y)   {      this.y = y;   }   public void setStartPoint(int x, int y)   {      this.startX = x;      this.startY = y;   }   public void reset()   {      x = startX;      y = startY;      dx = 0;      grounded = true;   }   public void restart()   {      x = startX;      y = startY;      dx = 0;      dead = !dead;      grounded = true;   }   public int getStartX()   {      return startX;   }   public int getStartY()   {      return startY;   }   public void setDx(int dx)   {      this.dx = dx;   }   public void shoveLeft(int amnt)   {      x -= amnt;   }   public void shoveRight(int amnt)   {      x += amnt;   }   public void shoveDown(int amnt)   {      y += amnt;   }   public void reverseDx()   {      this.dx *= -1;   }   public void stopJump()   {      done = true;   }   public void setDy(int dy)   {      this.dy = dy;   }   public int getDy()   {      return dy;   }   public void correctY(int y)   {      this.y = y - height;   }   public int getCenterX()   {      return (int) (width/2);   }   public int getCenterY()   {      return (int) (height/2);   }   public void setGroundHeight(int height)   {      this.groundHeight = height;   }   public boolean isRising()   {      return rising;   }   public boolean isFalling()   {      return falling;   }   public boolean isMovingRight()   {      return movingRight;   }   public void movingRight(boolean right)   {      this.movingRight = right;   }   public void setPeak(boolean peaked)   {      this.peak = peaked;   }   public boolean isJumping()   {      return jumping;   }   public Rectangle getBounds()   {      return new Rectangle(x,y,width,height);   }      //Thread for jumping   @Override   public void run()   {      long beforeTime, timeDiff, sleep;            beforeTime = System.currentTimeMillis();            while(done == false)      {         cycle();         timeDiff = System.currentTimeMillis() - beforeTime;         sleep = 8 - timeDiff;         if(sleep < 0)            sleep = 2;         try         {            Thread.sleep(sleep);         }         catch(Exception e){e.printStackTrace();}         beforeTime = System.currentTimeMillis();      }      done = false;      jump = false;      peak = false;   }   public void cycle()   {      if(peak == false)      {         rising = true;         y-=3;      }      if(y <= (groundHeight-jumpHeight))      {         peak = true;         rising = false;      }      if(peak == true && (y+height) <= groundHeight)      {         rising = false;         setDy(1);      }         if((y+height) == groundHeight && !falling)            done = true;         else if((y+height) == groundHeight && falling)         {            groundHeight = 760;            done = true;         }      }}`

BLOCKMAN MAIN CLASS
 1  2  3  4  5  6  7  8  9  10  11  12  13  14  15  16  17  18  19  20  21  22  23  24  25  26  27  28  29  30  31  32  33  34  35  36  37  38  39  40  41  42  43  44  45  46  47  48  49  50  51  52  53  54  55  56  57  58  59  60  61  62  63  64  65  66  67  68  69  70  71  72  73  74  75  76  77  78  79  80  81  82  83  84  85  86  87  88  89  90  91  92  93  94  95  96  97  98  99  100  101  102  103  104  105  106  107  108  109  110  111  112  113  114  115  116  117  118  119  120  121  122  123  124  125  126  127  128  129  130  131  132  133  134  135  136  137  138  139  140  141  142  143  144  145  146  147  148  149  150  151  152  153  154  155  156  157  158  159  160  161  162  163  164  165  166  167  168  169  170  171  172  173  174  175  176  177  178  179  180  181  182  183  184  185  186  187  188  189  190  191  192  193  194  195  196  197  198  199  200  201  202  203  204  205  206  207  208  209  210  211  212  213  214 `public class BlockmanMain extends Game{   private static GameLoop gameLoop = new GameLoop();   private Map map;   private Player player = new Player();   private CompletionPoint compPoint;   int x = 0;   public int level = 1;   private final int MAX_LEVEL = 3;   public static void main(String[] args)   {      GameStart.start(new BlockmanMain(), gameLoop);   }      public BlockmanMain()   {      title = "Epic Stuble Man!";      background = Color.black;      width = 1300;      height = 760;      delay = 5; //milliseconds between updates   }   @Override   public void init()   {      /*       * Initialize variables here       *        */            over = false;      map = new Map();      LoadMap();      //map.start();      player.reset();         }   public void LoadMap()   {      map.clear();      int mapH = 72; //map height      int mapW = 128; //map width      String url = "maps/Level_"+level+".txt";      InputStream in = BlockmanMain.class.getResourceAsStream(url);      BufferedReader reader = new BufferedReader(new InputStreamReader(in));            int x = 0;      int y = 0;      try      {                  for (int i = 0; i < mapH; i++)         {            char line[] = reader.readLine().toCharArray();            for (int j = 0; j < mapW; j++)            {               if(line[j] == '#')               {                  map.addPath(x,y);               }               if(line[j] == '_')               {                  map.addFallingPath(x,y);               }               else if(line[j] == '^')               {                  map.addSpike(x,y,true);               }               else if(line[j] == '.')               {                  map.addSpike(x, y,false);               }               else if(line[j] == '*')               {                  map.addEnemy(x, y,true);               }               else if(line[j] == '\$')               {                  player.setStartPoint(x, y);               }               else if(line[j] == '@')               {                  compPoint = new CompletionPoint(x, y);               }               x += 10;            }            x = 0;            y+=10;         }reader.close();         map.loadingLevel = false;         map.startThread();      }       catch (Exception e)      {         e.printStackTrace();      }         }   @Override   public void update()   {      /*       * Call update methods here       *        */      if(player.dead) //Resets map is player dies      {         map.loadingLevel = true; //stop the map thread         map.clear(); //clear the map         LoadMap(); //load the map         player.restart(); //restart      }            if(!map.loadingLevel)      {         map.update(player);         player.update();      }            if(player.getBounds().intersects(compPoint.getBounds()))      {         level++;         if(level <= MAX_LEVEL)         {                        map.loadingLevel = true;            map.clear();            LoadMap();            player.reset();         }         else         {            map.clear();         }      }   }   @Override   public void draw(Graphics2D g2d)   {      /*       * Call draw methods here       *        */      if(level <= MAX_LEVEL)      {         g2d.setFont(new Font("Chiller", Font.BOLD, 28));         g2d.setColor(Color.white);         g2d.drawString("Level: "+level, 1180, 25);         if(compPoint != null)            g2d.drawImage(compPoint.getImage(), compPoint.getX(), compPoint.getY(),null);                  if(!map.loadingLevel)         {            map.draw(g2d);            if(player != null)               player.draw(g2d);         }      }      else      {         g2d.setFont(new Font("Chiller", Font.BOLD, 48));         g2d.setColor(Color.green);         g2d.drawString("WINNER! YOU HAVE BEATEN THE GAME!", width/2 - 400, height/2 - 48);      }   }   public void keyPressed(KeyEvent e)   {            switch(e.getKeyCode())      {         case KeyEvent.VK_W:            break;         case KeyEvent.VK_A:            player.setDx(-1);            player.movingRight(false);            break;         case KeyEvent.VK_S:            break;         case KeyEvent.VK_D:            player.setDx(1);            player.movingRight(true);            break;         case KeyEvent.VK_SPACE:            if(player.grounded)            {               player.jump();            }            break;      }   }   public void keyReleased(KeyEvent e)   {      /*       * Set Dx's to 0 when released       *        */      switch(e.getKeyCode())      {         case KeyEvent.VK_W:            break;         case KeyEvent.VK_A:            player.setDx(0);            break;         case KeyEvent.VK_S:            break;         case KeyEvent.VK_D:            player.setDx(0);            break;      }   }}`

Check out my Snipping Tool++ ! An advanced snippet/screenshot/text uploading tool! Meant to replace the windows snipping tool.

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ra4king

JGO Kernel

Medals: 435
Projects: 3
Exp: 5 years

I'm the King!

 « Reply #12 - Posted 2011-12-15 06:09:08 »

Everything is an "int" and you're only adding speed * dx....

Shane75776
 « Reply #13 - Posted 2011-12-15 06:10:29 »

yes I know that, I said I put everything back to normal.

It was not working having them as doubles and casting to an int with math.round

Check out my Snipping Tool++ ! An advanced snippet/screenshot/text uploading tool! Meant to replace the windows snipping tool.

Check out Pixel Rain My most recent Swing based game!
Shane75776
 « Reply #14 - Posted 2011-12-15 06:13:45 »

This is the same class with how you told me to do it. which, makes it so I cant move at all.

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//animates the jump   private boolean jump = false;   private boolean jumping = false; //is in the middle of a jump   private boolean done = false; //tells when jumping is done   private boolean peak = false; //tells when at peak of jump   private boolean falling = false; //if player is falling, or in the air still   private boolean rising = false;   private boolean movingRight = false;      public boolean grounded = true;   public boolean dead = false;      private int width = 10;   private int height = 10;      private double x;   private int y;   private int startX;   private int startY;      private int dx;   private int dy = 0;      private double speed = 1;      private int jumpHeight = 50;   private int groundHeight;   private double accel = .001;      String url = "player.png";      public Player()   {      ImageIcon ii = new ImageIcon(this.getClass().getResource("/images/player_2.png"));      image = ii.getImage();      groundHeight = y;         }   public void update()   {      move();   }   public void move()   {      speed = dx * accel;            x+=speed;      //x += speed * dx;      y += dy;            if(y > 760 || y < 0)      {         dead = true;         x = startX;         y = startY;      }         }   public void jump()   {            if(!jump)      {            grounded = false;         jump = !jump;                  animator = new Thread(this);         animator.start();      }   }   public void draw(Graphics2D g2d)   {      g2d.drawImage(image,(int)Math.round(x),y,null);   }   public Image getImage()   {      return image;   }   public double getX()   {      return x;   }   public int getY()   {      return y;   }   public void setX(int x)   {      this.x = x;   }   public void setY(int y)   {      this.y = y;   }   public void setStartPoint(int x, int y)   {      this.startX = x;      this.startY = y;   }   public void reset()   {      x = startX;      y = startY;      dx = 0;      grounded = true;   }   public void restart()   {      x = startX;      y = startY;      dx = 0;      dead = !dead;      grounded = true;   }   public int getStartX()   {      return startX;   }   public int getStartY()   {      return startY;   }   public void setDx(int dx)   {      this.dx = dx;   }   public void shoveLeft(int amnt)   {      x -= amnt;   }   public void shoveRight(int amnt)   {      x += amnt;   }   public void shoveDown(int amnt)   {      y += amnt;   }   public void reverseDx()   {      this.dx *= -1;   }   public void stopJump()   {      done = true;   }   public void setDy(int dy)   {      this.dy = dy;   }   public int getDy()   {      return dy;   }   public void correctY(int y)   {      this.y = y - height;   }   public int getCenterX()   {      return (int) (width/2);   }   public int getCenterY()   {      return (int) (height/2);   }   public void setGroundHeight(int height)   {      this.groundHeight = height;   }   public boolean isRising()   {      return rising;   }   public boolean isFalling()   {      return falling;   }   public boolean isMovingRight()   {      return movingRight;   }   public void movingRight(boolean right)   {      this.movingRight = right;   }   public void setPeak(boolean peaked)   {      this.peak = peaked;   }   public boolean isJumping()   {      return jumping;   }   public Rectangle getBounds()   {      return new Rectangle((int)x,y,width,height);   }      //Thread for jumping   @Override   public void run()   {      long beforeTime, timeDiff, sleep;            beforeTime = System.currentTimeMillis();            while(done == false)      {         cycle();         timeDiff = System.currentTimeMillis() - beforeTime;         sleep = 8 - timeDiff;         if(sleep < 0)            sleep = 2;         try         {            Thread.sleep(sleep);         }         catch(Exception e){e.printStackTrace();}         beforeTime = System.currentTimeMillis();      }      done = false;      jump = false;      peak = false;   }   public void cycle()   {      if(peak == false)      {         rising = true;         y-=3;      }      if(y <= (groundHeight-jumpHeight))      {         peak = true;         rising = false;      }      if(peak == true && (y+height) <= groundHeight)      {         rising = false;         setDy(1);      }         if((y+height) == groundHeight && !falling)            done = true;         else if((y+height) == groundHeight && falling)         {            groundHeight = 760;            done = true;         }      }}`

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ra4king

JGO Kernel

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 « Reply #15 - Posted 2011-12-15 06:19:47 »

As I pointed out earlier, gbeebe was wrong, it's speed += dx * accel;
0.001 is a really small number, make it 0.1 for now.

Shane75776
 « Reply #16 - Posted 2011-12-15 06:22:39 »

ah alright, that seems to work now.

but now it even when dx is 0 it moves right. so thats something ill have to figure out now.

Check out my Snipping Tool++ ! An advanced snippet/screenshot/text uploading tool! Meant to replace the windows snipping tool.

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Shane75776
 « Reply #17 - Posted 2011-12-15 06:23:56 »

nvm, i was having my x += speed which was causing it.

Check out my Snipping Tool++ ! An advanced snippet/screenshot/text uploading tool! Meant to replace the windows snipping tool.

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ra4king

JGO Kernel

Medals: 435
Projects: 3
Exp: 5 years

I'm the King!

 « Reply #18 - Posted 2011-12-15 06:49:29 »

Shane75776
 « Reply #19 - Posted 2011-12-15 07:25:55 »

Yea thanks for the help both of you.

Check out my Snipping Tool++ ! An advanced snippet/screenshot/text uploading tool! Meant to replace the windows snipping tool.

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Danny02
 « Reply #20 - Posted 2011-12-15 11:06:28 »

hi just wanted to add somethign which might be usefull,

if u have a moving body with an constant acceleration:
variables: position, velocity, ACCELERATION

One nearly always sees the formular (name: Euler integration):
velocity += ACCELERATION * time;
position += velocity * time;

which is in this case only an approximation which gets worse the bigger your time steps get.

to get the right results use this function

One nearly always sees the formular(name: Verlet integration):
oldVelocity = velocity;
velocity += ACCELERATION * time;
position += ((oldVelocity + velocity) / 2) * time;

which gives u correct results for constant acceleration.
if your acceleration isn't constant it won't be correct anymore but still better then the first formular

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