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  Wurm Online  (Read 89787 times)
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Offline erikd

JGO Ninja


Medals: 15
Projects: 4
Exp: 14 years


Maximumisness


« Reply #30 - Posted 2003-07-16 12:52:01 »

Quote
Too bad it is difficult to do that for Web Start..

You could try to add the following lines to the (cached) jnlp file of Wurm Online, in the <resources> element:

<property name="sun.java2d.ddscale" value="false"/>
<property name="sun.java2d.noddraw" value="true"/>
<property name="sun.java2d.ddoffscreen" value="false"/>
<property name="sun.java2d.d3d" value="false"/>



Offline swpalmer

JGO Coder




Where's the Kaboom?


« Reply #31 - Posted 2003-07-16 13:14:49 »

I guess that might work, so long as WebStart ran the app in a new VM.  WebStart itself will have started and likely popped up a 'downloading' GUI before any of those parameters could be read.

It would make for an interesting experiment anyway.

Offline Markus_Persson

JGO Wizard


Medals: 12
Projects: 19


Mojang Specifications


« Reply #32 - Posted 2003-07-16 13:40:10 »

Quote
The terrain looks very nice... what kind of rendering are you using (ROAM / CLOD / Brute force etc...)?


As I said, it's very brute-force-ish. Wink

I implemented ROAM just to see how it worked, and I got slightly better results in the heightmap, but ran into rather big problems when it came to the dynamic textures.

I realize that brute-force terrain mipping is not as "cool", but it seems to do the trick well enough, while leaving the code simple enough to keep it relatively bug free.

Play Minecraft!
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Offline Matzon

JGO Knight


Medals: 19
Projects: 2


I'm gonna wring your pants!


« Reply #33 - Posted 2003-07-16 13:49:14 »

Regarding the LWJGL-fullscreen-failing-after-swing component bug, I have contacted the ATI CATALYST team, and awaiting their response. The crash is happening in wglMakeCurrent. The parameters passed to it, is fine - and even if they weren't it still shouldn't crash _inside_ that method!

Offline elias

Senior Member





« Reply #34 - Posted 2003-07-16 16:52:19 »

just a crazy suggestion:

wglMakeContextCurrent (instead of wglMakeCurrent) is used when dealing with Pbuffers. Maybe the same call has to be used in the gl window? It's an extension so it have to be detected, but it' worth a try.

- elias

Offline Markus_Persson

JGO Wizard


Medals: 12
Projects: 19


Mojang Specifications


« Reply #35 - Posted 2003-07-16 17:18:30 »

Promoted the Jogl version to the main version, and got rid of the LWJGL version.

The only url now is http://www.theintraclinic.com/wurm/, and /wurmjogl/ is gone.

Play Minecraft!
Offline rgeimer

Senior Newbie





« Reply #36 - Posted 2003-07-16 18:36:14 »

Nothing but errors for me:

java.lang.UnsatisfiedLinkError: no timer in java.library.path
     at java.lang.ClassLoader.loadLibrary(Unknown Source)
     at java.lang.Runtime.loadLibrary0(Unknown Source)
     at java.lang.System.loadLibrary(Unknown Source)
     at com.dnsalias.java.timer.windows.WindowsTimer.loadLibrary(WindowsTimer.java:30)
     at com.dnsalias.java.timer.windows.WindowsTimer.available(WindowsTimer.java:18)
     at com.dnsalias.java.timer.AdvancedTimer.init(AdvancedTimer.java:33)
     at com.dnsalias.java.timer.AdvancedTimer.<init>(AdvancedTimer.java:25)
     at com.wurmonline.client.WurmClient.run(WurmClient.java:177)
     at com.wurmonline.client.WurmClient$4.run(WurmClient.java:256)
14 fps
20 fps
18 fps
20 fps
18 fps
18 fps
java.net.SocketException: Address family not supported by protocol family: no further information
     at sun.nio.ch.DatagramChannelImpl.disconnect0(Native Method)
     at sun.nio.ch.DatagramChannelImpl.disconnect(Unknown Source)
     at org.rubberbrain.util.udp.UdpClient.disconnect(UdpClient.java:57)
     at org.rubberbrain.rhyme.RhymeClient.disconnect(RhymeClient.java:184)
     at com.wurmonline.client.gui.WorldView.disconnect(WorldView.java:842)
     at com.wurmonline.client.gui.WorldView.clientTick(WorldView.java:781)
     at com.wurmonline.client.WurmClient.clientTick(WurmClient.java:221)
     at com.wurmonline.client.WurmClient.run(WurmClient.java:208)
     at com.wurmonline.client.WurmClient$4.run(WurmClient.java:256)

...

the message window also constantly reports GLERRORs. When I try to force quit, my computer crashes.

Windows XP Pro
Java 1.4.2
P4 2GHz
512M RAM
Intel 82845G/GL Graphics (built into Dell motherboard)
Offline Markus_Persson

JGO Wizard


Medals: 12
Projects: 19


Mojang Specifications


« Reply #37 - Posted 2003-07-16 18:43:47 »

Ah, I think I know what caused the first stacktrace, and the second one is known, but not fatal. It happens when the UDP package tries to disconnect from the server.

As for the GL errors, I blame your drivers and/or card. Wink


Thanks for the feedback!


[edit: Typo]

[edit2:]

Yep, fixed the first error. I had forgotten to include the native libs for the gagetimer for win32.

Play Minecraft!
Offline EgonOlsen
« Reply #38 - Posted 2003-07-16 19:42:51 »

Quote
As for the GL errors, I blame your drivers and/or card. Wink
Edit: I had posted a text about not being too sure that it's driver related here....forget it! ATI released the Cat 3.6 today (or yesterday) and the problem with the jogl version is gone now!! No more graphics glitches.

Offline Markus_Persson

JGO Wizard


Medals: 12
Projects: 19


Mojang Specifications


« Reply #39 - Posted 2003-07-18 00:25:36 »

0.0.13a is up

To quote the annoying popup:

New in 0.0.13a:
  • The trees now work the way they're supposed to
  • Swimming!

[/tt]

Framerate is bound to be horrible. I'm getting ~60 fps in this version.
I'll optimise the tree culling further.. As it is now, I get the same fps with tree culling on as I do when it's off, and the culling strips about two thirds of the trees. Wink

Play Minecraft!
Games published by our own members! Check 'em out!
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Offline kaffiene
« Reply #40 - Posted 2003-07-18 00:53:03 »

Quote


As I said, it's very brute-force-ish. Wink

I implemented ROAM just to see how it worked, and I got slightly better results in the heightmap, but ran into rather big problems when it came to the dynamic textures.

I realize that brute-force terrain mipping is not as "cool", but it seems to do the trick well enough, while leaving the code simple enough to keep it relatively bug free.



No, that's quite sensible.  The CLOD (chunked level of detail) approach is only a tweak on top of the geomip-mapped approach and that seems to be one of the most popular approaches recently.

IMO ROAM is a doomed approach for HW acelerated rendering.  No point in tying up the CPU when the HW can handle the data just fine.

Thanks for the answer.
Offline Markus_Persson

JGO Wizard


Medals: 12
Projects: 19


Mojang Specifications


« Reply #41 - Posted 2003-07-19 21:02:12 »

0.0.14a is up.

Look at this cool screenshot instead of playing it, as performance is bound to be horrible, but I'll let further optimisations wait until later.


I'll keep the server up for a couple of hours from posting this, just so you know.

Play Minecraft!
Offline AndersDahlberg

Junior Member





« Reply #42 - Posted 2003-07-19 21:19:47 »

Why did you have to tell us not to download and play it? Now I just have to  Wink

Downloading now using my lovely 56k connection (I miss my broadband god dammit!).

EDIT: The screenshot is cool and very nice looking... Grin

Hate being a nitpick, but the good 'ol "can't change display mode" problem is back - so much for trying to get my system to crawl Smiley
Offline Markus_Persson

JGO Wizard


Medals: 12
Projects: 19


Mojang Specifications


« Reply #43 - Posted 2003-07-19 21:36:58 »

uhoh.

Got a stacktrace or two for me? Wink
I should learn to just leave code alone once it works.

Play Minecraft!
Offline AndersDahlberg

Junior Member





« Reply #44 - Posted 2003-07-19 21:41:06 »

sure:
java.lang.UnsupportedOperationException: Cannot change display mode
       at java.awt.GraphicsDevice.setDisplayMode(Unknown Source)
       at com.wurmonline.client.WurmClient.initGraphics(WurmClient.java:138)
       at com.wurmonline.client.WurmClient.init(WurmClient.java:41)
       at com.wurmonline.client.WurmClient$4.run(WurmClient.java:253)
java.lang.reflect.InvocationTargetException
       at java.awt.EventQueue.invokeAndWait(Unknown Source)
       at javax.swing.SwingUtilities.invokeAndWait(Unknown Source)
       at com.wurmonline.client.WurmClient.clientTick(WurmClient.java:224)
       at com.wurmonline.client.WurmClient.run(WurmClient.java:172)
       at com.wurmonline.client.WurmClient$4.run(WurmClient.java:255)
Caused by: net.java.games.jogl.GLException: Error making context current
       at net.java.games.jogl.impl.x11.X11GLContext.makeCurrent(X11GLContext.java:138)
       at net.java.games.jogl.impl.x11.X11OnscreenGLContext.makeCurrent(X11OnscreenGLContext.java:108)
       at net.java.games.jogl.impl.GLContext.invokeGL(GLContext.java:156)
       at net.java.games.jogl.GLCanvas.displayImpl(GLCanvas.java:179)
       at net.java.games.jogl.GLCanvas.display(GLCanvas.java:84)
       at com.wurmonline.client.WurmClient$3.run(WurmClient.java:228)
       at java.awt.event.InvocationEvent.dispatch(Unknown Source)
       at java.awt.EventQueue.dispatchEvent(Unknown Source)
       at java.awt.EventDispatchThread.pumpOneEventForHierarchy(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)
Linux
java.lang.NullPointerException
       at com.wurmonline.client.gui.WorldView.gameTick(WorldView.java:525)
       at com.wurmonline.client.WurmClient.gameTick(WurmClient.java:215)
       at com.wurmonline.client.WurmClient.run(WurmClient.java:196)
       at com.wurmonline.client.WurmClient$4.run(WurmClient.java:255)

Offline Markus_Persson

JGO Wizard


Medals: 12
Projects: 19


Mojang Specifications


« Reply #45 - Posted 2003-07-19 22:07:15 »

Yeah, it's the same thing.. But I've FIXED that.  :-/
(or worked around, rather)


Sometimes I just don't understand java.

Play Minecraft!
Offline jbanes

JGO Coder


Projects: 1


"Java Games? Incredible! Mr. Incredible, that is!"


« Reply #46 - Posted 2003-07-19 23:07:32 »

For me it connects to the server, the screen goes blood red, and the error messages state "GL: Invalid Enumerant (1280)". I get 1 fps on my black and red screen. Specs:

PIII 733 w/512MB
GeForce2 GTS w/32 MB

Java Game Console Project
Last Journal Entry: 12/17/04
Offline Markus_Persson

JGO Wizard


Medals: 12
Projects: 19


Mojang Specifications


« Reply #47 - Posted 2003-07-21 14:25:44 »

Enumerant 1280 seems to have something to do with some nvidia extensions.. Can't find specifically what it is, though.

Oh, and Wurm requires OpenGL 1.4 (uses automatic mipmap creation right now, and will use multidrawarrays later on), so make sure you've got the latest drivers.

Play Minecraft!
Offline jbanes

JGO Coder


Projects: 1


"Java Games? Incredible! Mr. Incredible, that is!"


« Reply #48 - Posted 2003-07-21 14:36:29 »

I have the latest as of March, so that should be up to date.

Java Game Console Project
Last Journal Entry: 12/17/04
Offline Markus_Persson

JGO Wizard


Medals: 12
Projects: 19


Mojang Specifications


« Reply #49 - Posted 2003-07-21 14:40:14 »

<route type="easy">Ok, then your system isn't one of the target systems.</route>

Grin


Hey, what was that sound? Oh, we just lost half our customer base!

Play Minecraft!
Offline Markus_Persson

JGO Wizard


Medals: 12
Projects: 19


Mojang Specifications


« Reply #50 - Posted 2003-07-22 11:11:45 »

0.0.15a is up. (settings, loginscreen, optimisations)
That pretty much wraps up the first version of the client.


Now I implement picking and basic world interaction.

Play Minecraft!
Offline swpalmer

JGO Coder




Where's the Kaboom?


« Reply #51 - Posted 2003-07-22 12:47:37 »

Looking really nice.. The distant hills look much better than the previous version I tried out.

My friend asked how you built the landscape and suggested using real-world elevation data.. apparently it is easy to get.

Offline Markus_Persson

JGO Wizard


Medals: 12
Projects: 19


Mojang Specifications


« Reply #52 - Posted 2003-07-22 12:53:34 »

Thanks. =)


I found some sites with heightmaps, and got about halfway through loading them before remembering that we're supposed to have "random" maps.

Each server is going to run it's own map, and the maps are going to be way too big for us to make them manually.

Oh, ok, we're lazy.

Play Minecraft!
Offline cknoll

Junior Member




Flame On!


« Reply #53 - Posted 2003-07-22 13:05:43 »

Hey, lookin good now, i really like it.

If i may make a suggestion, i've seen this effect done in other games, and i think it would be very helpful in this one:  When objects are brought into view, there is a sort of 'fade in' (i guess the transparency is brought from 100% to 0% over the course of a few seconds) and it makes it look a lot smoother walking around, than if trees and tall grass was just blipping in and out of the screen immediately.  Maybe you'd  could implement that when an object is made visible on the screen, it is placed in the drawing area transparant, and when the object is to be removed, it can fade away first?  Just a thought.

-Chris
Offline Mojomonkey

Senior Member




ooh ooh eee eeee


« Reply #54 - Posted 2003-07-22 13:24:23 »

Fantastic vegetation. I've been recently looking into that. What technique did you use for the grass and trees? That's exactly the look I wanted to go for in my app. Any pointers would be great. Keep it up, it's starting to look fantastic.

Don't send a man to do a monkey's work.
Offline Markus_Persson

JGO Wizard


Medals: 12
Projects: 19


Mojang Specifications


« Reply #55 - Posted 2003-07-22 13:26:03 »

I've considered that, but I'm not entirely sure how other people do that.. I'd need to z-sort everything each frame, and there can be up to a thousand trees and a thousand "grasspatches" in view at the same time..

That's 4000 multiplications and 2000 sqrts.  :-/

Play Minecraft!
Offline Markus_Persson

JGO Wizard


Medals: 12
Projects: 19


Mojang Specifications


« Reply #56 - Posted 2003-07-22 13:43:31 »

Quote
Fantastic vegetation. I've been recently looking into that. What technique did you use for the grass and trees? That's exactly the look I wanted to go for in my app. Any pointers would be great. Keep it up, it's starting to look fantastic.


This could get lengthy, but here we go:

There are two similar systems in place, one for the trees and other "big" items (like buildings and so) and one for the tile decoration.

Whenever the user moves to a new tile, the engine scans the closest tiles with a simple for (x=-n; x<n; x++) for (y=-n; y<n; y++) for trees.
For each tile that contains a tree, it calculates how far away it is from the tile the user and how many tree neighbors it has.
If the ratio of neighbors versus distance is over a certain threshold, AND the tree is on an "odd" tile (odd==((x+y)&1)), that tree is ignored. (effectively "trimming" dense forests when they are far away that you don't notice the difference)
Then a new Random is created with x*somePrime+y*someOtherPrime as the seed, and a new Tree object is created based on that Random object. This will ensure that a tree on a specific tile will always look the same without me ever having to store that information. Information like offset within the tile, rotation, size and color is generated.
That Tree object is then added to a SortedSet, sorted by distance.

The rendering loop iterates over the set, checks if the tile the tree is on is visible, and renders the tree if it is. The first trees up to a certain limit are rendered in high detail mode (right now just a cross of three polygons. Will be full models later), and the rest are rendered in low detail mode (billboards). When more than the maximum number of trees has been rendered, the iterator exits.


Tile decorations work almost the same, with the exception of the texture of the tile deciding what types of decorations will be added to it. The amount of decorations added to a tile depends on the distance to that tile, with the biggest decorations being added first.

Play Minecraft!
Offline erikd

JGO Ninja


Medals: 15
Projects: 4
Exp: 14 years


Maximumisness


« Reply #57 - Posted 2003-07-22 13:44:56 »

I'd give it a try and see how much performance it will cost. In my experience, z-sorting doesn't take that much time and will make blended stuff look better...

Offline Markus_Persson

JGO Wizard


Medals: 12
Projects: 19


Mojang Specifications


« Reply #58 - Posted 2003-07-22 13:51:22 »

It WOULD be nice.. The grass would look a lot better if it was blended for real instead of just "clipped" as it is now.


But I've got a lot of intersecting polygons. Like ALL trees. Wink

Play Minecraft!
Offline AndersDahlberg

Junior Member





« Reply #59 - Posted 2003-07-22 14:06:47 »

/me is jealous of all others being able to see this beautiful world

Maybe I should pray to "Nick" so that he fixes the linux bug by some of his "godly powers" Grin
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