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Search: FAQ[^A-Za-z]
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Topics in Games web:
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Changed: now 14:23
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Changed by:
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AILibs
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24 Oct 2005 - 20:18 - NEW
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Main.kevglass
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There are a few, however none have been utilised in games thus far: JOONE Joone is a FREE Neural Network framework to create, train and test artificial neural networks ...
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AILinks
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24 Oct 2005 - 20:22 - NEW
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Main.kevglass
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conversation about AI APIs A Star Implementation combat AI Main.kevglass 24 Oct 2005
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AcurateTiming
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24 Oct 2005 - 17:24 - NEW
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Main.kevglass
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Accurate Timing Up until and include Java 1.4.2 the only way of determining the system time is System.currentTimeMillis(). Unfortunately on some Windows operating ...
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AgencyFX
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24 Oct 2005 - 19:16 - NEW
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Main.kevglass
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AgentFX (http://www.agency9.com) AgentFX is an advanced toolkit for developing interactive 3D applications. The AgentFX 3D engine is one of the world's most powerful ...
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DistributingJRE
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24 Oct 2005 - 20:57 - NEW
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Main.kevglass
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Yes, you can distribute the JRE with your game as long as its not modified in any way. The current JRE is fairly large at ~20 mb which makes it unlikely you'd want ...
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DistributionOptions
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24 Oct 2005 - 21:07 - NEW
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Main.kevglass
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How you distribute your Java game depends on whether you expect your audience to already have Java installed. If you don't expect Java to be installed you need to ...
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FAQ
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03 Apr 2006 - 23:10 - r17
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Main.pkeod
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The Java Gaming FAQ If you can think of questions that arn't here, add it. Please don't add projects that are not complete to some extent. This is not a place to advertise ...
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FMODBindings
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24 Oct 2005 - 19:54 - NEW
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Main.kevglass
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LWJGL provides an optional package including a limited native binding to the FMOD library. More details on FMOD can be found at http://www.fmod.org. Main.kevglass ...
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HardwareSupport
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24 Oct 2005 - 20:01 - NEW
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Main.kevglass
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On Windows anything that supports DirectInput should be support by the Java native bindings. No details are currently available for Linux and MacOSX. Main.kevglass ...
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HowDoIUseThisSite
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24 Aug 2003 - 07:44 - r2
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Main.troggan
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Java.net How to find something in the shared files area. How to vote on a project. How to report a bug or feature request This Wiki ...
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Installer
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24 Oct 2005 - 21:00 - NEW
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Main.kevglass
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There are plenty of installers system available. To use one with Java you simply need to package the JRE with your game files and point the installers executable at ...
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J2MEResources
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24 Oct 2005 - 20:08 - NEW
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Main.kevglass
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Tutorials: http://wireless.java.sun.com/midp/articles/game/ http://www.gamedev.net/reference/programming/features/j2me1/default.asp Content Sites and Resources: Forum ...
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JInput
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24 Oct 2005 - 19:50 - NEW
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Main.kevglass
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JInput (http://jinput.dev.java.net) The JInput Project hosts an implementation of an API for game controller discovery and polled input. It is part of a suite of open ...
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JOAL
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24 Oct 2005 - 19:51 - NEW
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Main.kevglass
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JOAL (http://joal.dev.java.net) The JOAL Project hosts a reference implementation of the Java bindings for OpenAL API, and is designed to provide hardware supported ...
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JOGLandLWJGL
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24 Oct 2005 - 19:39 - NEW
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Main.kevglass
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Jeff wrote: People will claim one API is faster or slower then another, usually with a vested interest in one or the other, but at the end of the day no really reliable ...
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JXInput
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24 Oct 2005 - 20:13 - NEW
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Main.kevglass
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JXInput (http://www.hardcode.de/jxinput/) JXInput provides access to game controllers under Win32. It also provides an input wrapping layer that is useful on all ...
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Java3DTutorials
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26 Oct 2005 - 08:28 - NEW
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Main.kevglass
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Sun have some good resources, include some online chapters from the "Getting Started with the Java 3D API" book. see: http://java.sun.com/products/java media/3D/collateral ...
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JavaSlow
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28 Nov 2005 - 21:20 - r2
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Main.samkass
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Adam (blahblahblahh) once wrote: There is a mistaken belief amongst many commercial and hobbyist games developers that java is not suitable for games development. ...
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JavaSound
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26 Oct 2005 - 08:48 - r2
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Main.kevglass
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JavaSound (http://java.sun.com/products/java media/sound/index.jsp) Purpose JavaSound is a "low level" API for sound capture and playback. At present, the API does ...
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JeffFAQ
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18 Feb 2006 - 01:51 - r13
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Main.jeffpk
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Welcome to the Java Game Development community My name is Jeff Kesselman and I am one of the founders of JGO, which became games.dev.java.net. I worked in the games ...
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JeffGems
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18 Feb 2006 - 01:57 - r6
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Main.jeffpk
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Jeff's Game Gems This page contains reasonably short explainations of various techniques that beginning game programmers often need to know about. Reducing angles ...
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JeffOn3D
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10 Apr 2007 - 23:21 - r9
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Main.jeffpk
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Jeff on 3D Can Java do 3D games? Absolutely. There are quite a few demos and independent 3D games out there written in pure Java that are every bit as good and ...
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JeffOnInput
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12 Feb 2006 - 21:10 - r2
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Main.jeffpk
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Jeff on Input How do I detect and read joysticks in Java? There are two steps to game style input. The first is "discovery". This is how you find out what input ...
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JeffOnJava
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12 Feb 2006 - 20:54 - r6
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Main.jeffpk
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Jeff on Java What do we mean when we say Java? Often people will show up at JGO/games.dev.java.net and start making statements that begin "Java Is...", but what ...
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JeffOnPerformance
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21 Mar 2006 - 06:08 - r10
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Main.jeffpk
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Jeff On Performance Is Java Slow? No. Once upon a time, when Java was brand new, there were some real performance issues. Today however modern Desktop VMs have ...
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MMORPGisHard
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24 Oct 2005 - 20:56 - NEW
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Main.kevglass
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If you post topics of the type "I'm going to write a MMORPG, how should I start?" you'll generally get some pretty negative feedback. For instance, many people get ...
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NativeBindings
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24 Oct 2005 - 15:26 - NEW
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Main.kevglass
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Native Bindings Modern game development relies on many libraries (for physics, rendering, sound) and engines (complete systems for producing games). These libraries ...
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NetworkingInJava
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24 Oct 2005 - 20:29 - NEW
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Main.kevglass
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Java provides access to networking through the IO and NIO packages. IO http://java.sun.com/j2se/1.4.2/docs/api/java/io/package summary.html JavaDoc IO is the ...
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NetworkingLibs
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24 Oct 2005 - 20:46 - NEW
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Main.kevglass
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There have been efforts started: https://javagamenetworking.dev.java.net/ https://odenetworking.dev.java.net/ Main.kevglass 24 Oct 2005
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ODEJava
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13 Apr 2005 - 10:34 - r2
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Main.jada
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ODEJava (http://odejava.org) What is ODE? ODE stands for Open Dynamics Engine. It is an open source (BSD/LGPL) rigid body physics library written in C. In the authors ...
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OpenALBindings
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24 Oct 2005 - 19:53 - NEW
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Main.kevglass
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OpenAL can be used from Java using the native bindings provided by both JOAL and LWJGL. Main.kevglass 24 Oct 2005
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OpenGLInJava
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24 Oct 2005 - 19:34 - NEW
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Main.kevglass
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You can use OpenGL directly in Java through either JOGL or LWJGL. OpenGL is also utilised by some of the scenegraphs. Main.kevglass 24 Oct 2005
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OpenGLIsBoth
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24 Oct 2005 - 19:33 - NEW
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Main.kevglass
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OpenGL is a general graphics library. It just gets used for 3D alot. Its equally good for 2D rendering. Main.kevglass 24 Oct 2005
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OpenGLvsScenegraph
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25 Oct 2005 - 10:22 - r2
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Main.kevglass
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The short answer is if you don't know OpenGL, and you want to get going quick, your game is pretty normal then go for a Scenehgraphs. Good examples are Java3D ...
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PhysicsInJava
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27 Jun 2007 - 17:18 - r2
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Main.irbaboon
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ODEJava provides a native binding to the Dynamics Engine (ODE) which is used by many games in the indie arena. An effort is under way to port the ODE C codebase into ...
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Rendering2D
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24 Oct 2005 - 17:42 - NEW
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Main.kevglass
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Rendering 2D Games in Java There is no "best" way to approach rendering 2D games in Java, there are a few options with different pros and cons. Java 2D Direct Java2D ...
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Rendering3D
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24 Oct 2005 - 19:15 - NEW
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Main.kevglass
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You can approach rendering 3D graphics in several different ways. Use OpenGL Directly Many programmers find using OpenGL (via JOGL or LWJGL) directly the only way ...
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Resources
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08 Mar 2006 - 17:19 - r2
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Main.endolf
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Game Coding Resources Fundementals of Java Game Coding Game Coding Tutorials A great set of beginner's tutorials that will help you understand how game coding ...
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Software3D
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24 Oct 2005 - 19:32 - NEW
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Main.kevglass
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Rendering without hardware can be slow. However, its quite useful if you don't want to get dependent on native libraries or want to run as a Java 1.1 compatible engine ...
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SupportedByJInput
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10 Aug 2007 - 17:05 - r2
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EndolF
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JInput JInput is intended to support the following devices Windows Anything with direct input drivers Linux Anything that the event interface exposes as a ...
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UDPvsTCP
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24 Oct 2005 - 20:39 - NEW
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Main.kevglass
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This post has a lot of discussion on the topic. The short answer is TCP is normally good enough. If you're not implementing any sort of packet recieved acknowledgement ...
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UsingControllers
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24 Oct 2005 - 20:16 - NEW
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Main.kevglass
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Sure you can! Game controllers can be accessed via JXInput, JInput or LWJGL (which wraps JInput). Main.kevglass 24 Oct 2005
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VMOptimization
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20 Aug 2003 - 19:11 - r3
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Main.swpalmer
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ObjectPools Why and when do they pay off. CompatibleImages Blits aren't fast enough? Make sure your images are the "right" format. TileBased2DMaps Fast ...
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VolatileVsManagedImages
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03 Oct 2003 - 17:30 - r2
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Main.troggan
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Chet Hasse writes: Thanks for checking out the blog: It's so nice to get noticed! Let me clarify a couple of things about VolatileImages and the issues that were ...
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WebHome
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16 Jul 2009 - 02:17 - r52
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Main.kbt
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Java Gaming A wiki is as useful as the content added to it. If you have something to add, then please do. Even if you don't have time to fully develop your thoughts ...
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WhatIsJ2ME
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24 Oct 2005 - 19:52 - NEW
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Main.kevglass
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J2ME (http://java.sun.com/j2me/index.jsp) Essentially, J2ME allows you to write software and games to run on mobile phones using Java. It uses a different JDK and ...
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WhatMeansCompileAndInterpret
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21 Dec 2003 - 06:20 - r2
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Main.ericthered
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What do compile and interpret mean? (This was written in Thread by princec) To, er, avoid any further "interesting" interpretations of what "compile" and "interpret ...
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WhichOpenGLBindingShouldIUse
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28 Nov 2005 - 21:09 - r2
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Main.samkass
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Should I use JOGL or LWJGL? Now, thats a good question! With respect to OpenGL they provide the same thing with a slightly different API. Performance wise its too ...
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Number of topics: 52
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