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Topics in Games web:
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Changed: now 17:36
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Changed by:
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4KGamesDesign
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19 Jan 2009 - 17:18 - r14
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Main.captainjester
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As of this writing, the 4K game programming contest has experienced four years of successful operation. It has challenged programmers both new and old to develop new ...
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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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AdamsGuideToNIOIn14AndAbove
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21 Jun 2003 - 01:06 - r2
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Main.little_endian
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AdamsGuideToNIOIn14AndAbove Adam's Guide to using NIO for networking in Java 1.4 and Above A work in progress, that attempts to record schemes I've tried (and rejected ...
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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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AgentFX
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06 Nov 2005 - 16:45 - r2
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Main.khashayar
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(http://www.agency9.se/agentfx) AgentFX is a platform independent solution for building high performance, real time 3D applications and games. It is a 3D engine, based ...
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AlphaChannel
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14 Aug 2003 - 15:03 - NEW
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Main.gergiskhan
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Alpha Channel refers to the transparency or translucency of an image. Some examples: it is possible to store a 16 bit image as 5 bits of red, 5 bits of green, 5 bits ...
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AlphaTesting
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24 Mar 2004 - 11:35 - NEW
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Main.orangytang
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A function for deciding to write or skip a particular Fragment while rendering objects. Usually used for trees, chain link fences, etc. (ie, faking complex geometry ...
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AlphaTestingWithOpenGL
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11 Jan 2004 - 15:01 - NEW
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Main.orangytang
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Alpha testing allows you to accept or reject new fragments/pixels from being written to the framebuffer. Like alpha blending the alpha value may come from the vertex ...
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Ant
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27 Aug 2003 - 04:11 - r3
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Main.gergiskhan
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Apache Ant External Wiki http://nagoya.apache.org/wiki/apachewiki.cgi?AntProjectPages Ant is an automated make tool, now part of the Apache Group's distributions ...
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AntForJ2ME
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14 May 2004 - 05:17 - NEW
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Main.mlk
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Ant for J2ME A number of pre made Ant Tasks exist for J2ME development. All of which have at lest two tasks, a preverify task, and an update JAD task. Task Sets ...
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Applets
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22 Dec 2004 - 01:44 - r2
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Main.gojira
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Main.gojira 21 Dec 2004 Hi all. I added this applets page because I'm interested specifically in writing Java games as applets. I put the applets subject under ...
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AutomatedGameDesign
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22 Feb 2008 - 18:45 - NEW
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Main.frankvl
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Most boxoffice games require many people to work long and hard on something that is so simple to express in human words. Automated game design tries to make computers ...
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Aviatrix3D
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28 Nov 2005 - 21:02 - NEW
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Main.samkass
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A scenegraph style, JOGL based, LGPL licensed 3D renderer for Java. An offshoot of the Xj3D project (which reads X3D and VRML97 files), the renderer is now a viable ...
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BufferStrategy
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16 Aug 2003 - 23:03 - NEW
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Main.gergiskhan
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BufferStrategy is new to JDK 1.4. It creates, automatically, a double buffered or page flipping method for your images, and can work with fullscreen mode. A Java ...
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CVS
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16 Aug 2003 - 22:41 - NEW
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Main.gergiskhan
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Concurrent Versioning System, CVS, is a tool that allows you to store your source code within a repository. The advantage of doing this is that your code, in addition ...
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CodeSamples
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19 Aug 2003 - 18:08 - r7
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Main.troggan
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Additional examples for code may now be found at the repository in games demos: https://misc demos.dev.java.net/ It is recommended that if you are displaying complete ...
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CommonOpenGLPitfalls
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22 Oct 2004 - 13:35 - r2
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Main.danstowell
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Article at opengl.org on very same subject Avoiding 16 Common OpenGL Pitfalls Main.abies 20 Jul 2003 (URL updated Oct 2004 by ds ThisWikiIsAllWonky)
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DesireDriven
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25 Feb 2008 - 20:23 - r3
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Main.frankvl
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Also visit the project page Philosophy Desire Driven, or jDsD for short, tries to capture the knowledge and desires that designers and gamers have spinning around ...
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DevIL
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24 Oct 2005 - 13:58 - NEW
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Main.kevglass
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DevIL is a image loading library API and implementations for different platforms. It can be used from Java via the LWJGL native binding. More details can be found ...
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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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Distribution
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20 Aug 2003 - 13:02 - r2
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Main.swpalmer
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See the Javapedia entry for Java Client Deployment. Several packaging options are available: As an Applet Using a cross platform instalation tools such as ...
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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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DrStrangegame
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06 Sep 2003 - 03:29 - r2
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Main.gergiskhan
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Dr. Strangegame, or How I Learned to Love Game Creation Introduction I've been working on designing an MMORPG for the better part of two years now. As it nears ...
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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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FaceCullingWithOpenGL
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17 Aug 2003 - 11:50 - NEW
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Main.orangytang
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Face Culling Face culling lets you remove polygons from being rendered without having to manually go though each and flag it as visible/invisible. The most common ...
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FlyingGuns
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25 Jun 2004 - 07:05 - NEW
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Main.herkules
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FlyingGuns A Distributed 3D Simulation Framework FlyingGuns is a flight and battlefield simulator used to develop and test approaches for low resource, internet ...
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Fragment
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24 Mar 2004 - 11:43 - NEW
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Main.orangytang
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When a Primative like a triangle is rendered it is scan converted from its geometry representation (vertices, edges etc) into individual Pixels . Fragments ...
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FullScreen
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17 Aug 2003 - 08:24 - r2
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Main.troggan
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Fullscreen exclusive mode was addressed in Java 1.4. The Java platform (albeit not without its issues) now allows one to change the display to be a fullscreen display ...
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GAGE
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22 Aug 2003 - 14:47 - r2
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Main.jbanes
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Gage (http://java.dnsalias.com/) GAGE is an engine designed to make developing 2D games in Java easy. All source code is included so that you can modify the APIs to ...
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GAGE2D
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22 Aug 2003 - 15:05 - NEW
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Main.jbanes
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GAGE2D is an open ended, easy to use API for developing 2D games. It contains code for automatic handling of Parallax scrolling (any number of levels!), Sprite Handling ...
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GAGESound
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22 Aug 2003 - 15:14 - NEW
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Main.jbanes
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GAGESound is an layer for using the standard JavaSound APIs for high performance gaming. One of the most complained about problems with JavaSound is the pauses introduced ...
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GAGETimer
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22 Aug 2003 - 15:10 - NEW
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Main.jbanes
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GAGETimer is an API for highly accurate timing across multiple Operating Systems. Thanks to a native DLL to patch Windows, 1ms or better resolution is guaranteed on ...
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GCJ
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20 Aug 2003 - 19:06 - r3
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Main.swpalmer
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GCJ GCJ is an Java compiler that creates real binary code that can be used without an JVM. But don't think it's an speed optimizer. The loading time will be much shorter ...
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GTGE
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05 Oct 2005 - 06:05 - NEW
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Main.role
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GTGE (Golden T Game Engine) (http://www.goldenstudios.or.id/products/GTGE/) GTGE is a game programming library (known as game engine) for making 2D game in Java. GTGE ...
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GameDeveloperResources
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09 Apr 2005 - 14:31 - r21
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Main.owie32
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GameDeveloperResources Applets on the Brain by Defiant old Forums Forums Depot Articles Consumers Really Want Original Game Content? ...
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GamingProductReleases
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17 Oct 2007 - 07:21 - r9
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Main.mortennobel
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Games and Game Products Built on Java Technology (Commercial Releases) Alien Flux @ http://www.puppygames.net/ (NEW VERSION 1.4 released with ENHANCED CONTROLS ...
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GamingTutorials
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16 Oct 2007 - 20:55 - r9
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Main.mortennobel
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Note: If your new to java gaming development, and you need some entrypoint to get you going, goto GamingWhereToBegin. General Dr. Strangegame, or How I Learned ...
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GamingWhereToBegin
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30 Jan 2006 - 09:26 - NEW
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Main.mr_light
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Preface what is this section about? On the Java gaming forums every few or so days a topic like "Where to Begin", "Where to start?" or "New to Java game development ...
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GarbageCollector
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25 Oct 2005 - 03:05 - r5
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Main.swpalmer
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HotSpot Options Affecting Garbage Collection: Option Description verbose:gc Turns on various forms of gc statistics gathering. XX: PrintGCTimeStamps ...
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GlAccum
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21 Feb 2006 - 11:58 - NEW
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Main.cylab
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glAccum glAccum operate on the accumulation buffer Syntax public void glAccum ( int op, float value ) op Specifies the accumulation buffer operation ...
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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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HowTo
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03 Oct 2003 - 17:31 - r8
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Main.troggan
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How To ... HowToDoKeyboardInput HowToCallGraphicsDispose LoadingSpritesWithImageIO EfficientDiscreteStepTimingLoop to install GCJ on Windows ...
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HowToCallGraphicsDispose
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13 Jul 2003 - 01:25 - r2
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Main.swpalmer
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How to call Graphics.dispose() From: http://www.javagaming.org/cgi bin/JGNetForums/YaBB.cgi?board 2D;action display;num 1057583520 : Don't call dispose() on a Graphics ...
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HowToDoKeyboardInput
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29 Jul 2003 - 16:11 - r2
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Main.npryce
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Extracted from various posts at the javgaming.org forums: If you aren't using JInput to poll input devices you can get a similar effect using the AWT Event system ...
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HowToFindTheForum
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17 Jun 2003 - 11:40 - r7
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Main.bloid
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Finding the Forum New Improved forums coming soon. The substandard forums that were here are closed. The old javagaming forums are here...
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HowToUseWebstart
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20 Feb 2005 - 19:00 - r7
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Main.blahblahblah
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Note: an automatic webstart packager has now been added to the Games Factory; if you are having trouble getting your JNLP file correct, you can instead simply upload ...
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ImageIO
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16 Aug 2003 - 23:10 - NEW
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Main.gergiskhan
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New to 1.4 is a new way of dealing with Images. This is ImageIO, and it essentially eliminates the need to use a MediaTracker. One annoying quirk is that ImageIO ...
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ImmediateMode
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24 Mar 2004 - 11:30 - r2
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Main.orangytang
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Drawing primatives via calls to glBegin / glEnd . Uses functions glVertex glColor and glTexCoord to specify geometry. Due to the function overhead and the ...
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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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J2DA
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13 Sep 2003 - 18:14 - r2
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Main.troggan
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J2DA ( http://j2da.sf.net ) J2DA! means Java2D Abstraction Layer. It's an abstraction Layer specially created for Java 2D Games. Java2D is (at the moment) not ...
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J2ME
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14 May 2004 - 04:58 - r3
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Main.mlk
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J2ME Java 2 Micro Edition J2ME is a special designed Verison of Java for small devices like Mobiles and PDAs A free book can be found here: http://www.jasonlam604 ...
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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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JAR
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23 Jul 2003 - 19:45 - NEW
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Main.swpalmer
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The standard way to bundle Java programs is in a Java ARchive or JAR file. If you are deploying on the web via WebStart you will need to package your application ...
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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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JME
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04 May 2005 - 16:08 - r2
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Main.mojomonkey
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jME (https://jme.dev.java.net) jME provides a high performance scenegraph based rendering and physics system. Designed similar to David H. Eberly's papers creating ...
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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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JOGL
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21 Feb 2006 - 11:28 - r3
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Main.cylab
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JOGL is a new Java OpenGL implementation. You can get it there: Main Page : https://jogl.dev.java.net/ Demos: https://jogl demos.dev.java.net/ Binaries ...
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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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JPCT
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24 Feb 2006 - 00:46 - r2
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Main.egonolsen
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JPCT (http://www.jpct.net) jPCT is a solution for browser based games and applications as well as for OpenGL accelerated ones. It offers a software (Java 1.1 compatible ...
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JUnit
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01 Oct 2003 - 12:22 - r2
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Main.pabform
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JUnit is a testing framework. It is a code library that allows a developer to create test cases (appropriately called TestCase in the framework) that can be run against ...
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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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Java2D
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13 Apr 2004 - 17:16 - r2
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Main.kevglass
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Java2D Java2D is the standart Api from Sun. It was tweaked from Sun to create a good gaming experience in the last few months. Some points that might be important ...
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Java3D
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25 Oct 2005 - 08:48 - r8
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Main.kevglass
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Java3D (http://java3d.dev.java.net) The Java 3D API is a full featured 3D graphics API that can be used to create high performance 3D graphics applications from within ...
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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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JavaGaming
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22 Aug 2003 - 18:41 - NEW
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Main.gergiskhan
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Javagaming.org is a mature community of Java developers interested in developing games in Java. The community has been running for over two years now, with over 10 ...
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JavaGamingBooks
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14 May 2007 - 16:45 - r8
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Main.andrewdavison62
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Java Java Game Programming by David Wallace Croft Java Programming Techniques for 2D, 2.5D, 3D, and Networked Games http://fivedots.coe.psu.ac.th/~ad/jg/ (O'Reilly ...
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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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JavaVirtualMachine
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20 Aug 2003 - 19:11 - r2
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Main.swpalmer
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JVM Java Virtual Machine Various implementations of the Java Specification exist. However, in keeping with compatibility, there seems to be three that are in use ...
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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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JerasonBanes
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22 Aug 2003 - 14:57 - NEW
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Main.jbanes
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Email: jbanes #64;techie.com Current Projects: GAGE http://www.josrts.org JOSRTS Resume: Email me JerasonBanes 22 Aug 2003
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Jgeom
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28 Apr 2005 - 13:23 - NEW
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Main.suppechasper
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Geometry Library for creating 3D Geometries in java. Allows to work with NURBS, Subdivision Surfaces and ordinary Meshes. Vists https://jgeom.dev.java.net for further ...
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LWJGL
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24 Oct 2005 - 14:02 - r3
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Main.kevglass
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LWJGL (http://www.lwjgl.org) The Lightweight Java Game Library provides developers a binding to OpenGL, OpenAL and Input Devices in one simple package. LWJGL is a ...
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LightingWithOpenGL
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17 Aug 2003 - 11:38 - NEW
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Main.orangytang
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Lighting With OpenGL The core OpenGL spec includes hardware lighting, using the standard Blinn method of ambient, diffuse and specular components. This is done per ...
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LoadingSpritesWithImageIO
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25 Oct 2005 - 03:01 - r4
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Main.swpalmer
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Yet again I'm stealing from Abuse (quite ironic given the name I guess The usual please edit/modify this if something is incorrect/unclear Loading managed ...
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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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ManagedImage
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16 Aug 2003 - 23:13 - r2
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Main.gergiskhan
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A ManagedImage is an image that is accelerated for you behind the scenes. The Java Runtime will handle copying the image to VRAM if it finds that the image is being ...
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ManagedImages
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16 Aug 2003 - 23:13 - r3
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Main.gergiskhan
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Managed versus other types of Images: http://www.javagaming.org/cgi bin/JGNetForums/YaBB.cgi?board 2D;action display;num 1057468145;start 3#3 Images returned from ...
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MindYaBlox
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19 Oct 2005 - 11:54 - NEW
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Main.jeylay
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MindYaBlox is a tiny puzzle game where you apply some swap moves to blox in order to find the given blox pattern. This game has been realised with the help of the ...
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NIO
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11 Nov 2004 - 11:32 - r7
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Main.blahblahblah
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NIO (new I/O) was created to specifically address the issues with blocking I/O that was inherent in the design of the I/O system since Java first arrived. At the time ...
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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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OpenAL
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24 Oct 2005 - 13:57 - NEW
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Main.kevglass
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OpenAL provides an API specification for producing sounds and music. More details on this specification can be found at their website Main.kevglass 24 Oct 2005 ...
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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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OpenGL
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29 May 2007 - 21:23 - r15
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Main.xspider
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OpenGL OpenGL is described as a "high performance 2D/3D graphics API" . It is very popular, being supported on all major platforms (almost all desktops and workstations ...
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OpenGL-Reference
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29 Sep 2007 - 23:07 - r4
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Main.staubsaugernz
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This is a community maintained version of the OpenGL function reference adjusted to the JOGL syntax. Most Information is based on the OpenGL SDK Documentation, which ...
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OpenGLExtensions
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17 Aug 2003 - 11:28 - NEW
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Main.orangytang
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OpenGL Extensions The current OpenGL standard is 1.4, although 1.5 is now close to being finalised. As graphics hardware progresses, vendors like nVidia and ATi create ...
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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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OpenGLIsAStateMachine
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11 Jan 2004 - 15:07 - NEW
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Main.orangytang
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... so be careful to remember what state you're in. State can be preserved (and later retrieved) with operations like glPushMatrix / glPopMatrix and glPushAttrib ...
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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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OpenSourceGames
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15 Dec 2008 - 12:19 - r12
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Main.javalution
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Games and Game Products Built on Java Technology (Open Source / Free Releases/Non Commercial) Koopa Bros @ http://www.sourcestudio.net/koopa.php Arkanae ...
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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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Planetation
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17 Aug 2003 - 10:26 - NEW
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Main.troggan
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Planetation (http://www.scottshaver2000.com/template/template.php?page planetation main) Planetation is a system for building Java(TM) games based on maps. These maps ...
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ProjectDarkchat
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16 Jul 2009 - 17:40 - r4
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Main.kbt
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Darkchat Overview Project Darkchat is a multiuser visual chat environment where users move from room to room looking for interesting conversation with other users ...
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ProjectDarkstar
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16 Jun 2006 - 19:59 - NEW
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Main.jeffpk
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Project Darkstar Information collected by the community relating to game server development using Project Darkstar Main.jeffpk 16 Jun 2006
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ProjectSnowman
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07 Oct 2008 - 16:50 - r4
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Main.owenkellett
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Snowman Overview Project Snowman is a networked, multiplayer game where teams of snowmen battle eachother in a capture the flag style match. In its current form ...
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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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SouJava
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06 Nov 2003 - 18:51 - NEW
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Main.raydacosta
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Maior grupo de java Brasileiro http://www.soujava.com.br/index.jsp Main.raydacosta 06 Nov 2003
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StrangeGame0
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06 Sep 2003 - 03:39 - NEW
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Main.gergiskhan
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Writing a game? Start here. Greetings, and welcome to Game Programming 101... How I wish it were that simple. I've heard of universities now offering game programming ...
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StrangeGame1
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06 Sep 2003 - 03:46 - NEW
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Main.gergiskhan
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Day 0 You've decided to build a game. GREAT! Now, stop, take a deep breath, and realize what you've just done. You're building an enormously complex system. Compound ...
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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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TCPversusUDP
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15 Jul 2003 - 12:40 - r3
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Main.abies
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TCPversusUDP Gamasutra: The Internet Sucks: Or, What I Learned Coding X Wing vs. TIE Fighter Gamasutra: Designing Fast Action Games For The Internet TRIBES ...
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TestingTools
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06 Apr 2006 - 19:39 - r3
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Main.hans02
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There are various testing tools that can assist during debugging. Of primary importance I suggest the use of both JUnit and an IDE, whose internal debugger can often ...
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TextureLoadingExample
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17 Aug 2003 - 10:43 - NEW
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Main.troggan
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Texure loading example Below you will find an example for loading a Texture in JOGL. It was created in the thread http://www.JavaGaming.org/cgi bin/JGNetForums/YaBB ...
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TexturingWithOpenGL
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02 Feb 2004 - 17:19 - NEW
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Main.orangytang
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Texture coords: Texture coords allow you to control how textures are applied to polygons. Each vertex has texture coords associated with it, along with its position ...
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ThisWikiIsAllWonky
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22 Oct 2004 - 13:37 - NEW
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Main.danstowell
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The TextFormattingRules for links don't seem to apply correctly. Agh! AND TextFormattingRules doesn't link to TextFormattingRules! Main.danstowell 22 Oct 2004 ...
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ThreadsAndOpenGL
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24 Feb 2004 - 18:47 - NEW
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Main.orangytang
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An OpenGL rendering context is only valid for the thread it was created in, and any attempt to modify OpenGL state from other threads will result in unpredictable ...
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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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VertexArrays
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22 Mar 2004 - 21:35 - NEW
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Main.orangytang
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Vertex Arrays let you render whole chunks of geometry in one batch. They typically offer substancialy faster rendering than ImmediateMode, even more so in java because ...
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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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WebNotify
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21 Jun 2003 - 01:10 - r6
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Main.little_endian
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WebNotify This is a subscription service to be automatically notified by e mail when topics change in this Games web. This is a convenient service, so you do not ...
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WebPreferences
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07 Jun 2003 - 00:30 - r8
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Main.tonystubblebine
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TWiki.Games Web Preferences The following settings are web preferences of the TWiki.Games web. These preferences overwrite the site level preferences in . ...
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WebStart
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03 Oct 2003 - 15:00 - r3
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Main.troggan
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Java Web Start is a network deployment method that is suitable for games that run as stand alone applications or applets. It is primarily used for games that run ...
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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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WhosWho
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16 Dec 2005 - 19:27 - r12
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Main.gergiskhan
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Who's Who It is sometimes difficult to tell who is working on which project. Its also hard to know which name matches up with a nickname in the forum. So if all the ...
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Xith3D
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02 Apr 2005 - 03:13 - r3
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Main.mkbluesky
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Xith3D (https://xith3d.dev.java.net) The Xith3d project consists of powerful middleware consisting of a scenegraph and an extensible renderer. The goal is to create ...
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Number of topics: 161
See also the faster WebTopicList
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