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  Java 1.4.1 Preview for MacOSX released  (Read 2585 times)
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Offline Exocet

Senior Newbie





« Posted 2002-10-27 03:18:21 »

It's about time, go to
http://connect.apple.com Cool
Offline Herkules

Senior Member




Friendly fire isn't friendly!


« Reply #1 - Posted 2002-10-27 09:03:35 »

Some Java3D for Mac in sight?

HARDCODE    --     DRTS/FlyingGuns/JPilot/JXInput  --    skype me: joerg.plewe
Online princec

JGO Kernel


Medals: 386
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #2 - Posted 2002-10-27 09:24:31 »

woot! Gregorypierce go to it and get that LWJGL implementation out there!

Cas Smiley

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Jeff

JGO Coder




Got any cats?


« Reply #3 - Posted 2002-10-28 03:33:32 »

Only available to developers.

(I am a subscriber-type, which cost.  You can be a web-type developer for free if you fill out forms at the site.)

Its still very early.  Its missing a few peices of fucntionality we care
about.  (Can't say more, go to the site.) and what is there is still
somewhat buggy.  Still its exciting to see them progressing on it.

Got a question about Java and game programming?  Just new to the Java Game Development Community?  Try my FAQ.  Its likely you'll learn something!

http://wiki.java.net/bin/view/Games/JeffFAQ
Offline gregorypierce

Senior Member




I come upon thee like the blue screen of death....


« Reply #4 - Posted 2002-12-13 15:27:27 »

I'm currently using DP6 and working on getting the lwjgl port out, but what's there has some glaring holes and JNI issues. I've been working it out with Apple's developer relations folks - hopefully I'll be able to finish the port with their assistance.

Once the port is done Linux, the PC, and OSX will be covered and I can turn my attention to building my own scene graph architecture on top of it... lwjgl has shader support so its already over a year ahead of what Java3D can currently offer  :-/

http://www.gregorypierce.com

She builds, she builds oh man
When she links, she links I go crazy
Cause she looks like good code but she's really a hack
I think I'll run upstairs and grab a snack!
Online princec

JGO Kernel


Medals: 386
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #5 - Posted 2002-12-14 09:22:15 »

Actually what it needs on top of LWJGL first is a little teeny cross-platform layer, like what J3D gives, but lighter, to take care of a few things like abstracting out the differences between wgl, glx and agl. Stuff like pbuffers etc. are all implemented with different functions on the three different platforms yet they all end up with the same result. Daft really but that's the way it is.

Cas Smiley

Offline Orangy Tang

JGO Kernel


Medals: 56
Projects: 11


Monkey for a head


« Reply #6 - Posted 2002-12-14 11:14:28 »

Aye, I looked into p-Buffers a while ago when doing Gems, unfortunatly every single source of info starts using platform specific stuff all over the place.

More worrying though, is that for the majority of the time using gl.copyTexSubImage() is faster than pBuffer techniques Sad Seems that Nvidia actually discorage its use due to bad driver implementations all over the place...

[ TriangularPixels.com - Play Growth Spurt, Rescue Squad and Snowman Village ] [ Rebirth - game resource library ]
Online princec

JGO Kernel


Medals: 386
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #7 - Posted 2002-12-15 15:18:52 »

I have a feeling pbuffers have been almost completely superceded by ARB_render_to_texture.

Cas Smiley

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