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JarradPiper

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  1. Thanks mate. What I ended up doing was ditching the Slick-util in favor of another texture loader borrowed from the space invaders example game for LWJGL. http://www.lwjgl.org/wiki/index.php?title=Space_Invaders_Example_Game After that the same command as the scanner worked for the imageIO.read() method in the new texture loader. Thats what I reccomend to any people who find this thread, having the same trouble.
  2. Thanks for the tip. I dug into some logs in the deployment folder and this is the error message. <message>java.io.FileNotFoundException: http:\www.mydomain.com\javatest\gameresources.jar!\stonewall02.png (The filename, directory name, or volume label syntax is incorrect) This means it isn't the scanner. It's the texture loading. I Just have to now figure out how to alter this line of code to work with web start [color=#1C2837][size=2][color=#000000]texture[/color][color=#666600][[/color][color=#006666]0[/color][color=#666600]][/color][color=#000000] [/color][color=#666600]=[/color][color=#000000] [/color][color=#660066]TextureLoader[/color][color=#666600].[/color][color=#000000]getTexture[/color][color=#666600]([/color][color=#008800]"PNG"[/color][color=#666600],[/color][color=#000000] [/color][color=#000088]new[/color][color=#000000] [/color][color=#660066]FileInputStream[/color][color=#666600]([/color][color=#008800]"stonewall02.png"[/color][color=#666600]));[/color][/size][/color]
  3. Thanks guys. As it stands I couldn't get this working. Heres the additions I made based on a boolean flag for selecting webStart. [code] if (useWebStart == true) { InputStream inputStream = getClass().getResourceAsStream( "/" + "stonewall02.png" ); InputStream inputStream2 = getClass().getResourceAsStream( "/" + "dirt.png" ); InputStream inputStream3 = getClass().getResourceAsStream( "/" + "stonefloor03.png" ); texture[0] = TextureLoader.getTexture("PNG", inputStream); texture[1] = TextureLoader.getTexture("PNG", inputStream2); texture[2] = TextureLoader.getTexture("PNG", inputStream3); } if (useWebStart == false ) { texture[0] = TextureLoader.getTexture("PNG", new FileInputStream("stonewall02.png")); texture[1] = TextureLoader.getTexture("PNG", new FileInputStream("dirt.png")); texture[2] = TextureLoader.getTexture("PNG", new FileInputStream("stonefloor03.png")); } File typeFile = new File(filename); InputStream inputstream = getClass().getResourceAsStream( "/" + filename ); if (useWebStart == false) { fileReader = new Scanner(typeFile); } if (useWebStart == true) { fileReader = new Scanner(inputstream); } [/code] These are the only places in the program that were accessing resource files... I can't imagine what's wrong except perhaps the Slick-util texture loader was expecting a fileInputStream and/or maybe the scanner which I hadn't mentioned the first time should be something different. Any more ideas? Thanks I do appreciate the help.
  4. [font=verdana, sans-serif][size=2]I'm trying to get my first game type thing working with webstart. At the moment my program appears briefly as a black screen and then shuts down straight away when I use webstart. I'm quite sure i've got the security signatures, jar files and jnlp file right. As they probably would of popped up as exceptions. I'm quite confident the problem is most likely loading resources: fManager.loadSectorTypes("sectors01.txt"); fManager.loadLevel("level2.txt"); texture[0] = TextureLoader.getTexture("PNG", new FileInputStream("stonewall02.png")); texture[1] = TextureLoader.getTexture("PNG", new FileInputStream("stonefloor01.png")); Those are examples of the lines that load the data in my program.. Worked fine in netbeans with the files in the project folder. What do I change these lines to, and where do I put them in relation to my jar files to get it working properly? I've read that it could be Resources.class.getClassLoader().getResource("path/to/logo.png"); however i'm not sure where the Resources object is. Thanks for your help![/size][/font]
  5. [quote name='lildragon555' timestamp='1308432451' post='4824891'] [quote name='lc_overlord' timestamp='1308422445' post='4824852'] no. [/quote] Well I'm sorry for trying to help...it seems like this forum is dead so I thought it'd be okay to try and help with the little knowledge I have [/quote] Thanks mate you were helpful. I hadn't even considered gluLookat and I think it will solve a lot of my other problems. Overlord thanks mate. You answered my question and taught me some very valuable stuff.
  6. [font=arial, verdana, tahoma, sans-serif][size=2]Thanks mate. It would seem that the industry players such as Minecraft use Vertex buffer objects to get the job done. I'll have to focus my attention towards how they work, so far it seems quite confusing.[/size][/font]
  7. Hi guys thankyou for the help. Inspired by an indie game coming out called Voxatron I decided to mess about with voxels. Basically what I've tried is first making a plain colored quad's verticies into a display list. Then I nested 3 for loops. 100x 20y 100z and drew each quad offset by by its xyz position. It was pretty awesome when I was looking at a slab of 200,000 voxels, however it was only getting about 5-7 FPS as you'd probably expect because it was rendering every quad. I'm wondering before I persue some sort of depth testing. does GL11.glEnable(GL11.GL_DEPTH_TEST); automatically take care of that? If so, I'm definitely using it wrong, otherwise I'm going to try and figure out a way to determine which ones are visible. Do you think doing pushmatrix + popmatrix will assist with doing this faster? Thanks for that.
  8. I was very proud to get lesson 10 working in LWJGL and its now working as presented. I'm now trying to learn how to place objects in the world and rotate them individually and independently from the world. Based on what I've read with openGL. That is what the distinction between MODELVIEW and PROJECTION matrix modes is for. Lesson 10 seems to rotate the entire world as one big model with MODELVIEW. So what i'm confused about is if I was to attempt to add a quad to the middle of the level and then rotate it with glRotatef that would rotate not only the quad but all of the walls, floors and everything else that is part of the scene. Not just the quad like I would like to try and do. Since the heading and looking angle appear to be taken care of only by the below two lines: GL11.glRotatef(lookupdown, 1.0f, 0, 0); GL11.glRotatef(sceneroty, 0, 1.0f, 0); I thought a good solution would be to change them to this: GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glRotatef(lookupdown, 1.0f, 0, 0); GL11.glRotatef(sceneroty, 0, 1.0f, 0); GL11.glMatrixMode(GL11.GL_MODELVIEW); However this causes the level to look normal at first but if I try to do anything that involves rotating it makes the level start spinning out of control. Any idea how I can conquer this one? Thanks a lot I do appreciate the help.
  9. How's it going? I want to learn to make a 3D Voxel based engine quite similar to the upcoming game Voxatron. [url="http://www.youtube.com/watch?v=_q-xqI8Cm5A"]http://www.youtube.com/watch?v=_q-xqI8Cm5A[/url] I've googled the topic for a very long time now and while I've learned a lot about voxels and plenty of people have showcased what they've done I just cant seem to find a guide that deals with programming a 3D engine like this from start to finish. I am quite proficient in Java but have not attempted to use openGL which I imagine is what I'd be using for something like this. If one wants to program a 3D engine as per the above youtube video. What books and guides would be the best?