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INsanityDesign

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About INsanityDesign

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  1. INsanityDesign

    [java] Application Packaging

    lithos is somewhat right: What are you looking for? Just packaging can be done by wrapping up a jar with a good MetaInf. You can also make a standalone service or exe with JSmooth and its interface or by Ant. You could also have a look at JNLP and distributing it as web-app, depending what you want. What IDE do you use? Do you use any? Eclipse for example!? You could export a project through eclipse, build good Ant files, etc etc. Or do you need an installer so anybody can just install and launch? IzPack or Inno Setup could be a choice. All suggested really depends on what you have and what you want.
  2. INsanityDesign

    UI or GUI with OpenGL in Java

    Hi I am not experienced with FengGui but maybe you want to have a look at http://weblogs.java.net/blog/campbell/archive/2006/10/easy_2d3d_mixin.html and http://weblogs.java.net/blog/campbell/archive/2005/09/java2djogl_inte_1.html and overall Campbells posts and comments regarding your issues. Maybe you are more comfortable with creating the GUI based on the Java2D framework.
  3. INsanityDesign

    TextureBuffer coordinates - Question

    Quote:Original post by Brother Bob Since you mentioned a cube, I can as well say it right away. While the cube may have shared corners, the texture coordinates at these corners are not shared. Since you must have exactly one texture coordinate for each vertex, you cannot share the vertices in the corners. Thus, the cube have 24 vertices, not 8 as one might think. Thank you both very much, and thank you VERY VERY MUCH for this important statement. That is what got me nearly mad. I tried it with 8 vertices, shared vertices as it worked perfectly without texture. I will now try it with the according amount of vertices. One question: Is there are "better" solution (less vertices) for OGL-ES as it do not feature e.g. GL_QUADS???
  4. Hi This is probably the dumbest question ever but I am not able to figure it out myself. The premiss is, I have OGL-ES and I use vertex buffers with indices. Everything worked fine as long as I do not want to map a texture on it. The prior model was a simple cube. Looked fine with every color. Now I just want to add a texture to each face. So, I thought I use texturebuffer, set the glTexCoordPointer and everything will be fine. But for me it won't work. I see the texture, so texture is loaded fine but somehow I cannot figure out how the texture coordinates have to be. I already reduced it to a square but still, I see a texture but it is mirrored for each of the triangles. Because of OGLES I use GL_TRIANGLES, tried strip already, but nothing works. At the moment I do not see anything more and just tested nearly every combination I can think of. So I enabled both and set my both buffers. glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glVertexPointer(3, GL_FLOAT, 0, vertexBuffer); glTexCoordPointer(2, GL_FLOAT, 0, textureBuffer); I have four vertices (also tested all way rounds) -1.0f, -1.0f, 1.0f, //v0 1.0f, -1.0f, 1.0f, //v1 -1.0f, 1.0f, 1.0f, //v2 1.0f, 1.0f, 1.0f, //v3 The indices 0,1,3, 0,3,2 //f1 And now the texture coordinates 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f This is just the last version of my tests. I actually even do not get how OGLES uses them, how many etc. Tried 2, 4, 6, 100, all way round. The results are so different. Currently with these settings the texture is there but mirrored between the two triangles. Please excuse dumb errors but I just don't get it anymore. I draw on paper many figures, tried to do everything based on these, but nothing will work. I just do not understand it. I hope anyone can help me here. Many thanks in advance.
  5. INsanityDesign

    [java] Export to excel

    A library would be Apache POI (http://poi.apache.org/). I would got with that or try to fire your Makro through the command line by runtime.
  6. INsanityDesign

    UML or not UML?

    Greetings I would not necessarily completely agree with jpetrie. From my hand side, I know a lot of people able to create and use UML diagrams. And to say it is a complete waste of time is too harsh. Trying to ONLY USE UML is a waste of time, because full modelling haven't solved many problems up to now. But UML (or also other descriptive modelling languages) may help to express some things. First of all, UML is not directly a concept but, as the name suggests, a Unified Modelling Language. By that the language contains a set of diagrams to express specific things like the most often used Class Diagram, Object Diagram, Activity Diagram, State Diagram, Use Case Diagrams etc etc etc. Each of these diagrams is more or less strictly defined (depends on what specification and/or writer you look at). Each has a mere distinct meaning what to express. Now, how you use these models further on is purely your own thing. You can model a whole set of classes and package and convert/generate the stub code from these. Or you can model databases as a class diagram and generate you schema from it. There are many conversion tools out there that try to suggest the Model-driven Software Development MDSD way. These help to convert from and to, mostly off class diagrams. But there are also examples of using State or Activity diagrams to express information or process flows. Me myself, I am not the single biggest fan of a complete MDSD but I like some models to express meanings not only to other peoples but to share as general models between software. You generally could model a whole program/system but would have to rely on your own conversion systems to express the very general models the way you want. But mixtures of Class with Activity and State diagrams to express code, process and data flow is not that uncommon in some areas. Other models like e.g. Petri-nets may also help. So practically you could comprehend a general model-set and generate this all again each time you start something, maybe with minor changes. But someone could say, you could write that code once and store it as basic stub somewhere else. And both ways can be right. You wrote that you are a lazy coder. If you want to use models and conversions you would have to become an enthusiastic modeller, otherwise this won't work. So there are good and bad things. To give one example how I used diagrams in one case: I had an adventure engine running which was completely based on configuration and models. Each dependency, each scene, each action could be expressed by State and Activity Diagrams. These were converted to rules and the according data. Took me much time to write the conversion code and express everything like I wanted, hated that. But it was very flexible and usable for different needs, loved that. I hope this helps as "decision maker". Regards
  7. INsanityDesign

    [java] MIDI volume change problem

    Greetings That is a known problem of Java since JDK5 if I remember correctly. The problem is that Java Sound is currently no more in active development and I think there has never been a solution/fix been made to this. Instead we have seen many tries of Sun to accomplish something new like JMF but as we see not much has been done for years now. You could try FMJ or other Libraries and see if these will work for you. Regards
  8. INsanityDesign

    A Different Way to Level...

    Quote:Original post by xxpigxx Call me crazy (okay . . . don't, I will cry), but I liked the way that SWG PreCU handled the leveling. /sign (also for the crying thing... ^^')
  9. INsanityDesign

    networking in a java-game???

    Greetings The logic should be handled by both "clients" themselves. The data send should be the commands that define what logic to render to the screen. It is just a question of data amount and therefore speed. What logic you want to send depends on you. Someone could argument that serialized logic objects would be the most generic and can easy and fast be converted to game logic and therefore onto the screen, but a serialized object often needs a larger amount of data and therefore communication time. Someone could argue that in todays times the Internet connections are fast enough. Instead of objects you could use some kind of code, e.g. specific Binary Commands, ASCII Commands or a structure like JSON. These CAN (no must here) be smaller than whole serialized objects and therefore been send faster. But such data structures would need to be parsed/interpreted/converted to game logic and therefore need computation time. Someone could argue that todays computer are fast enough for such work. ... and many possibilities more... As you can see there is, as always, no "one" answer. I hope I gave two examples with their pros and cons and an idea on what to figure out. From my point of view, if it is just an example game, a test, a learning game and you are using Java: Utilize serialized logic objects. It is easy to implement, easy to send and easy to use.
  10. INsanityDesign

    [java] Upload applet online

    As I do not use free webspace just google for the term. There are plenty of offers on the net.
  11. INsanityDesign

    [java] Upload applet online

    Hmm... Do you want to "share" your Applet for "download" purposes, or do you want to "present" it, on an overall reachable website? For the ladder, you cannot upload your applet to "rapidshare" or something, as it as a "download" resource, for donwload purposes only. So no "file servers" in that sense. You would need a web-"server" somewhere. Possible free website (many on the net) where you have enough space to upload your applet and website. Maybe, for all your questions, you should have a look at http://java.sun.com/docs/books/tutorial/deployment/applet/html.html and the overall tutorial.
  12. INsanityDesign

    [java] Getting Mouse Position In Java

    I do not know a direct Java Class that would give you access to the system interrupt of a key. You would have to do this yourself. As I do not do such things very often I would recommend to have a look at the systems libraries and if there is something useful use it with JNA https://jna.dev.java.net/. It is a little bit easier as to write your own JNI first. [Edited by - INsanityDesign on November 17, 2008 4:20:01 AM]
  13. INsanityDesign

    [java] Getting Mouse Position In Java

    You might want to have a look a the Java Robot class.
  14. INsanityDesign

    [java] Applets and JOGL

    Yeah I read your post but as I cannot currently imagine a case where you would need to miss JNLP I posted that link. Have you tried the com.sun.opengl.util.JOGLAppletLauncher? Not the JNLPLauncher...
  15. INsanityDesign

    [java] Applets and JOGL

    I haven't really tried before but this https://jogl-demos.dev.java.net/applettest.html does not work for you?
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