sdljava-users Mailing List for Java Binding for SDL (Page 14)
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From: Ivan Z. G. <iva...@ya...> - 2005-03-01 23:28:37
|
I've finally tracked down the cause of this bug and fixed it! You can now pass ShortBuffers into all the functions which took short* as a long of co-ordinates and it will work properly. The problem was in my SWIG typemap... Please let me know if this works for you now. I have tested here and all is working. -Ivan/ Goliat Skipson wrote: > First hello to the list :) > > i've played around with sdljava for some time and now i have a little > problem ... > the method aaPolygonRGBA in SDLGfx seems to be broken somehow > > by using this (sample) call to the method: > > short[] sx = { 10, 10, 105, 10 }; > short[] sy = { 5, 7, 100, 5 }; > SDLGfx.aapolygonRGBA( surface , sx, sy, (short)255, (short)255, > (short)255, (short)255 ); > > i get my gamescreen but no drawn polygon and after a while some lines > which cover the whole surface appear, additionally they seem to appear > spontaniously after some frames more or less everytime i restart the > whole thing > > unfortunatly i just tried to do a screenshot of the lines ... but they > didn't appear at all ... neither the polygon was drawn > > i'm using sdljava-0.9.0 and the sun jdk 5.0 running on a gentoo system > with a current 2.6.10 kernel (with those thousand gentoo patches) > > greetz Goliat > > > ------------------------------------------------------- > SF email is sponsored by - The IT Product Guide > Read honest & candid reviews on hundreds of IT Products from real users. > Discover which products truly live up to the hype. Start reading now. > http://ads.osdn.com/?ad_id=6595&alloc_id=14396&op=click > _______________________________________________ > sdljava-users mailing list > sdl...@li... > https://lists.sourceforge.net/lists/listinfo/sdljava-users |
From: Ivan Z. G. <iva...@ya...> - 2005-03-01 02:15:19
|
Hmmm I'm not sure if anyone has tried this. If anyone does please let me know how it goes...I'll give it a shot myself when I have some extra time. -Ivan/ Luis Montes wrote: > Hey guys, > > Glad to see this project picked up again. > > Anyone tried using these bindings with gcj ? > > Seems like it would be a really cool way to have a 100% open source > gaming library in java with this. > > Luis > > > > ------------------------------------------------------- > SF email is sponsored by - The IT Product Guide > Read honest & candid reviews on hundreds of IT Products from real users. > Discover which products truly live up to the hype. Start reading now. > http://ads.osdn.com/?ad_id=6595&alloc_id=14396&op=click > _______________________________________________ > sdljava-users mailing list > sdl...@li... > https://lists.sourceforge.net/lists/listinfo/sdljava-users |
From: Luis M. <lui...@co...> - 2005-02-27 00:08:06
|
Hey guys, Glad to see this project picked up again. Anyone tried using these bindings with gcj ? Seems like it would be a really cool way to have a 100% open source gaming library in java with this. Luis |
From: j-fortin <j-f...@wa...> - 2005-02-26 22:45:59
|
In fact, when i run ant jar, there is a warning : [javac] Note: /home/jean/javasdlsrc/sdljava-0.9.1/testsrc/testsuite/testsprite.java uses unchecked or unsafe operations. i dont know if it is related to my problem... Jean Fortin |
From: j-fortin <j-f...@wa...> - 2005-02-26 22:17:11
|
Thanks a lot for your answer, in fact i still have the problem with the command java -Djava.library.path=/home/jean/javasdlsrc/sdljava-0.9.1/lib -cp /home/jean/javasdlsrc/sdljava-0.9.1/lib/sdljava.jar:dist/test1.jar test1.Main (now i use a version that i compiled from the sources) I can run the sdljava.testsuite.testsprite with the same command and i don't have any error, so i don't understand where the problem is... I still have the error Exception in thread "main" java.lang.UnsatisfiedLinkError: SDL_DisplayFormat at sdljava.x.swig.SWIG_SDLVideoJNI.SDL_DisplayFormat(Native Method) at sdljava.x.swig.SWIG_SDLVideo.SDL_DisplayFormat(SWIG_SDLVideo.java:125) at sdljava.video.SDLSurface.displayFormat(SDLSurface.java:710) In my class the line spriteSurface = SDLImage.load(imagePath); works well. while the line spriteSurface = spriteSurface.displayFormat(); raises the error. (there are the same lines in the testsprite program) Jean Fortin Ivan Z. Ganza wrote: > I'm not sure why you are getting this. The test program sdljava.testsuite.testsprite makes a call to displayFormat() without any problems. Maybe try giving your full path, i.e., don't use the ~/ notation. I'm not sure that this would works when passing to the VM. > > -Ivan/ |
From: Ivan Z. G. <iva...@ya...> - 2005-02-25 22:52:49
|
I'm not sure why you are getting this. The test program=20 sdljava.testsuite.testsprite makes a call to displayFormat() without any=20 problems. Maybe try giving your full path, i.e., don't use the ~/=20 notation. I'm not sure that this would works when passing to the VM. -Ivan/ jean.fortin wrote: >Hello to the list, >I am trying to use sdljava (i never used java before...), but >i get the error : > > >Exception in thread "main" java.lang.UnsatisfiedLinkError: >SDL_DisplayFormat > at >sdljava.x.swig.SWIG_SDLVideoJNI.SDL_DisplayFormat(Native Method) > at >sdljava.x.swig.SWIG_SDLVideo.SDL_DisplayFormat(SWIG_SDLVideo.java:125) > at sdljava.video.SDLSurface.displayFormat(SDLSurface.java:710) > > >i don't understand why, i run java with=20 >-Djava.library.path=3D~/sdljava-0.9.1/lib, >and i use the binary release of sdljava. > >does anyone know what is the problem? > >thanks in advance, >Jean Fortin > >Acc=E9dez au courrier =E9lectronique de La Poste : www.laposte.net ;=20 >3615 LAPOSTENET (0,34=80/mn) ; t=E9l : 08 92 68 13 50 (0,34=80/mn) > > > > > >------------------------------------------------------- >SF email is sponsored by - The IT Product Guide >Read honest & candid reviews on hundreds of IT Products from real users. >Discover which products truly live up to the hype. Start reading now. >http://ads.osdn.com/?ad_ide95&alloc_id=14396&op=CCk >_______________________________________________ >sdljava-users mailing list >sdl...@li... >https://lists.sourceforge.net/lists/listinfo/sdljava-users > =20 > |
From: jean\.fortin <jea...@la...> - 2005-02-25 18:27:37
|
Hello to the list, I am trying to use sdljava (i never used java before...), but i get the error : Exception in thread "main" java.lang.UnsatisfiedLinkError: SDL_DisplayFormat at sdljava.x.swig.SWIG_SDLVideoJNI.SDL_DisplayFormat(Native Method) at sdljava.x.swig.SWIG_SDLVideo.SDL_DisplayFormat(SWIG_SDLVideo.java:125) at sdljava.video.SDLSurface.displayFormat(SDLSurface.java:710) i don't understand why, i run java with -Djava.library.path=3D~/sdljava-0.9.1/lib, and i use the binary release of sdljava. does anyone know what is the problem? thanks in advance, Jean Fortin=0A=0AAcc=E9dez au courrier =E9lectronique de La Poste : www.l= aposte.net ; =0A3615 LAPOSTENET (0,34=80/mn) ; t=E9l : 08 92 68 13 50 (0,= 34=80/mn)=0A=0A |
From: Sannie K. <sa...@in...> - 2005-02-24 12:27:25
|
EXT_FRAMEBUFFER_OBJECT seems to be one of the latest additions to OpenGL and was finalized just over a month ago. I've seen some forum discussions about it being more efficient than pbuffers (http://www.javagaming.org/cgi-bin/JGNetForums/YaBB.cgi?board=LWJGL;action=display;num=1104918063). But because it is so new, the mainstream ATI and NVidia drivers don't support it (yet). And the people who happen to have a lesser known brand of 3d-accelerated card of which the drivers haven't been updated for a while will be left out in the cold. If this extension is going to be used for a game, the amount of casual players (the ones that use whatever graphics card they got with their system) who will be able to run it will be severely minimized, at least for the current generation of hardware. Altough it is a good extension to support in sdljava, I don't think it's the right one to use for library-wide awt/swing integration. So far the only option for GUI widgets on a (GL) Surface, seems to be by creating them from scratch. The Odonata project seems promising, but it doesn't look like it's usable (stable and reliable enough) for use in a game right now. Il'l keep trying to find a short-term solution other than creating new widgets, but it doesn't look good :/ -- Sannie Ivan Z. Ganza wrote: > Hrrm, I've had a look into this. It seems your right, before SDL 1.3 > we won't be able to create a pbuffer. That is unless we were to code > something ouselves in C which provides support for what we need. I've > looked at the SDL source code but so far I'm not sure what I would > need to do to accomplish this. Also I have no idea when 1.3 is > supposed to be coming out. > > I think though that the EXT_FRAMEBUFFER_OBJECT > (http://www.opengl.org/documentation/extensions/EXT_framebuffer_object.txt) > might do also what we need? It seems like it does what pbuffer's can > do and more? I'm learning openGL as we go so I'm not totally sure. I > will continue to read up on this and will make an attempt if the > EXT_FRAMEBUFFER_OBJECT could support this. > > -Ivan/ > > Sannie Kwakman wrote: > >>> 'lo Chris, >>> >>> thanks for the reponses. I managed to download the Odonata src >>> (http://odonata.tangency.co.uk/files/). While scanning through them, >>> I got one mystery solved on how to replace Java's standard >>> GraphicsEnvironments. Odonata seems to do this pretty simple: >>> >>> System.setProperty("java.awt.graphicsenv","uk.co.tangency.odonata.GraphicsEnvironment"); >>> >>> >>> Odonata is still pretty early in development, and by the looks of >>> it, far from finished. In search for other methods, I found some >>> threads on the LWJGL forum that are discussing the awt/swing >>> problem, and the latest posts about it indicate that they were very >>> close in having a awt/swing adapter class. There was some code for >>> it posted on the forums, but I haven't found it in their CVS >>> yet.Here are some related forum threads: >>> http://lwjgl.org/forum/viewtopic.php?t=904&highlight=awt >>> http://lwjgl.org/forum/viewtopic.php?t=900&highlight=awt >>> >>> As I understand it, their approach is to use a pbuffer in which the >>> gl is rendered and draw the resulting pixels in a custom JComponent. >>> Looks like a more elegant solution to me, altough I don't know how >>> bad it will affect performance. >>> >>> -- Sannie >>> >> .. but it looks like pbuffer support (SDL calls it rendertarget) >> won't be implemented until the 1.3 release :( Or does anyone know an >> alternative? >> >> -- Sannie > > > > > ------------------------------------------------------- > SF email is sponsored by - The IT Product Guide > Read honest & candid reviews on hundreds of IT Products from real users. > Discover which products truly live up to the hype. Start reading now. > http://ads.osdn.com/?ad_id=6595&alloc_id=14396&op=click > _______________________________________________ > sdljava-users mailing list > sdl...@li... > https://lists.sourceforge.net/lists/listinfo/sdljava-users > |
From: Ivan Z. G. <iva...@ya...> - 2005-02-24 03:02:09
|
Hrrm, I've had a look into this. It seems your right, before SDL 1.3 we won't be able to create a pbuffer. That is unless we were to code something ouselves in C which provides support for what we need. I've looked at the SDL source code but so far I'm not sure what I would need to do to accomplish this. Also I have no idea when 1.3 is supposed to be coming out. I think though that the EXT_FRAMEBUFFER_OBJECT (http://www.opengl.org/documentation/extensions/EXT_framebuffer_object.txt) might do also what we need? It seems like it does what pbuffer's can do and more? I'm learning openGL as we go so I'm not totally sure. I will continue to read up on this and will make an attempt if the EXT_FRAMEBUFFER_OBJECT could support this. -Ivan/ Sannie Kwakman wrote: >> 'lo Chris, >> >> thanks for the reponses. I managed to download the Odonata src >> (http://odonata.tangency.co.uk/files/). While scanning through them, >> I got one mystery solved on how to replace Java's standard >> GraphicsEnvironments. Odonata seems to do this pretty simple: >> >> System.setProperty("java.awt.graphicsenv","uk.co.tangency.odonata.GraphicsEnvironment"); >> >> >> Odonata is still pretty early in development, and by the looks of it, >> far from finished. In search for other methods, I found some threads >> on the LWJGL forum that are discussing the awt/swing problem, and the >> latest posts about it indicate that they were very close in having a >> awt/swing adapter class. There was some code for it posted on the >> forums, but I haven't found it in their CVS yet.Here are some related >> forum threads: >> http://lwjgl.org/forum/viewtopic.php?t=904&highlight=awt >> http://lwjgl.org/forum/viewtopic.php?t=900&highlight=awt >> >> As I understand it, their approach is to use a pbuffer in which the >> gl is rendered and draw the resulting pixels in a custom JComponent. >> Looks like a more elegant solution to me, altough I don't know how >> bad it will affect performance. >> >> -- Sannie >> > .. but it looks like pbuffer support (SDL calls it rendertarget) won't > be implemented until the 1.3 release :( Or does anyone know an > alternative? > > -- Sannie |
From: Ivan Z. G. <iva...@ya...> - 2005-02-24 01:21:21
|
Thanks for this info! We'll use the free version of course! ;-) -Ivan/ Robert Schuster wrote: > Hi, > there is an unofficial free software implementation of the vecmath=20 > package here: http://www.objectclub.jp/download/vecmath_e > > The JDL is not considered a free software license:=20 > http://gcc.gnu.org/ml/java/2004-06/msg00414.html > > cu > Robert > > Bart LEBOEUF wrote: > >>Hi Ivan, >> >> I've take look on it and vecmath interface can be >>used under JDL with no-fee and no royalties >>(https://java3d.dev.java.net/jdl-java3d.pdf). The JDL >>allows commercial use of vecmath with or without >>modification, as long as compatibility with the entire >>API Specification is maintained. So, we can add the >>file vecmath.jar (license JDL is inside) as a >>dependent library. >> I've modify the all batch files to execute with >>runtest. I've notive that Windows must have full path >>in classpath and path variables, else loading >>resources like images or sounds are impossible. The >>relative paths using can be used only if in the code >>we get canonical path of current bin path, not really >>great !. I use "CD" shell variable to bypass problem >>in 'runtest.bat'. In same time, I put in SDLCdTrack >>class, my two methods that I send you before. >> Why have you include bsh.jar in release version ??? >>I don't see code using it for final user. I gone had >>samples for SDLVideo very soon. If you want I'll send >>you them first. >> >>CUS, >>/Bart. >> --- "Ivan Z. Ganza" <iva...@ya...> a =E9crit :=20 >> =20 >> >>>I've been looking into the vecmath package. The >>>licence appears to=20 >>>allow the import, usage and modification of this >>>package into sdljava as=20 >>>long as we adhere to the licence which for us >>>basically means not=20 >>>changing the package name. >>> >>>I am going to research it some more tomorrow but I >>>predict that we will=20 >>>import this package. >>> >>>If anyone knows that this would violate the JDL >>>please let me know. The=20 >>>way I am interpreting it I think we would be fine to >>>import the vecmath=20 >>>package itself. I would include information as to >>>its licence, etc... >>> >>>-Ivan/ >>> >>> >>> >>> =20 >>> >>------------------------------------------------------- >> =20 >> >>>SF email is sponsored by - The IT Product Guide >>>Read honest & candid reviews on hundreds of IT >>>Products from real users. >>>Discover which products truly live up to the hype. >>>Start reading now. >>> >>> =20 >>> >>http://ads.osdn.com/?ad_id=3D6595&alloc_id=3D14396&op=3Dclick >> =20 >> >>>_______________________________________________ >>>sdljava-users mailing list >>>sdl...@li... >>> >>> =20 >>> >>https://lists.sourceforge.net/lists/listinfo/sdljava-users >> =20 >> >>>=20 >>> =20 >>> >> >> >>=09 >> >>=09 >> =09 >>D=E9couvrez le nouveau Yahoo! Mail : 250 Mo d'espace de stockage pour v= os mails !=20 >>Cr=E9ez votre Yahoo! Mail sur http://fr.mail.yahoo.com/ >> >> >>------------------------------------------------------- >>SF email is sponsored by - The IT Product Guide >>Read honest & candid reviews on hundreds of IT Products from real users. >>Discover which products truly live up to the hype. Start reading now. >>http://ads.osdn.com/?ad_id=3D6595&alloc_id=3D14396&op=3Dclick >>_______________________________________________ >>sdljava-users mailing list >>sdl...@li... >>https://lists.sourceforge.net/lists/listinfo/sdljava-users >> >> >> =20 >> |
From: Ivan Z. G. <iva...@ya...> - 2005-02-24 00:18:10
|
Hi Sannie, All very interesting! To answer your first question currently there is NO support within sdljava to interoperate with AWT/Swing. This is certainly something that would be nice to have though! I'll have to go over all the information posted below but it certainly sounds like its possible. It doesn't seem like its a small amount of work though...The pbuffer idea might be possible with very little work though. We can get pbuffer support in sdljava very easily as GLEW already supports it I belive. I will check it out. I am working on a very simple GUI framework (part of sdljava) which I intend to be useable for game development. This is currently coming along slowly however. The question of how to provide a usefull and fast (for gaming) GUI is a hard one and I don't currently know the answer. As always any suggestions from others are welcome. -Ivan/ Sannie Kwakman wrote: > Sannie Kwakman wrote: > >> Chris Dennett wrote: >> >>> Chris Dennett wrote: >>> >>>> Chris Dennett wrote: >>>> >>>>> Sannie Kwakman wrote: >>>>> >>>>>> Hi everyone! >>>>>> >>>>>> I'm checking out various high-speed graphics and game libraries >>>>>> for use in a java based multiplayer game I'm developing. Sdljava >>>>>> seems to do the trick on most requirements, but there is >>>>>> something that I haven't figured out yet. At certain points in >>>>>> the game, there will be several animations and sprite-movements >>>>>> displayed at once, with some basic chat functionality right next >>>>>> to it. My knowledge of sdljava (or SDL for that matter) is still >>>>>> pretty limited, but my understanding is that I have to create a >>>>>> SDLSurface for the animations and sprite movements (using openGL >>>>>> or sdl_gfx). I wanted to use the standard AWT (or, if possible, >>>>>> Swing) widgets for the chatinterface, which is nothing more than >>>>>> a TextField and scrollable TextArea. In my tests I haven't been >>>>>> able to combine a SDL_surface and AWT/Swing widgets in one >>>>>> window. My approaches so far have been pretty awt-centric (trying >>>>>> to add a SDLSurface to a Container/Frame/JFrame and trying to get >>>>>> a AWT/Swing widget to draw on a SDLSurface) none of which were >>>>>> succesfull. And because a SDLSurface creates its own window, >>>>>> drawing/adding AWT widgets next to the SDLSurface don't seem to >>>>>> be possible either. >>>>>> >>>>>> Is combining AWT/Swing with SDL graphics actually possible (and >>>>>> if so, how) or are there other methods for creating a chat >>>>>> interface within a surface? >>>>>> >>>>>> Thanks in advance! >>>>>> >>>>>> -- Sannie Kwakman >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> This seems to be quite a good idea, but you can't do it using the >>>>> approach you are taking. >>>>> >>>>> >>>> Have a look at this: >>>> http://java.sun.com/j2se/1.3/docs/api/java/awt/Graphics.html. If >>>> you want AWT stuff in an SDLJava SDL window, you will need to >>>> extend this class and implement all the abstract methods. You then >>>> have to shove this into somewhere to register it as the default >>>> graphics thingy, but it dosen't tell you how to do this anywhere. >>>> >>> Have a look at Odonata -- they are attempting to have AWT working on >>> SDL, which is what you want to do. I expect they have taken the >>> approach which I outlined in the previous message. See >>> http://adorphuye.com/gallery/Odonata/Odonata20040816 for a >>> screenshot. If you can get the source to this, then it might be >>> adaptable to >>> SDLJava. I think the project is also GPLed, so you can modify and >>> redistribute the source if you want. >>> >>> I'm just trying to find the Odonata CVS so I can check out the >>> latest files (I'm interested in this myself), but it may not have >>> anonymous access. There was also something about AWT / Swing being >>> OpenGL accelerated in the latest version of Java, so perhaps that >>> could also be used? >>> >>> Regards, >>> Chris >>> >> 'lo Chris, >> >> thanks for the reponses. I managed to download the Odonata src >> (http://odonata.tangency.co.uk/files/). While scanning through them, >> I got one mystery solved on how to replace Java's standard >> GraphicsEnvironments. Odonata seems to do this pretty simple: >> >> System.setProperty("java.awt.graphicsenv","uk.co.tangency.odonata.GraphicsEnvironment"); >> >> >> Odonata is still pretty early in development, and by the looks of it, >> far from finished. In search for other methods, I found some threads >> on the LWJGL forum that are discussing the awt/swing problem, and the >> latest posts about it indicate that they were very close in having a >> awt/swing adapter class. There was some code for it posted on the >> forums, but I haven't found it in their CVS yet.Here are some related >> forum threads: >> http://lwjgl.org/forum/viewtopic.php?t=904&highlight=awt >> http://lwjgl.org/forum/viewtopic.php?t=900&highlight=awt >> >> As I understand it, their approach is to use a pbuffer in which the >> gl is rendered and draw the resulting pixels in a custom JComponent. >> Looks like a more elegant solution to me, altough I don't know how >> bad it will affect performance. >> >> -- Sannie >> > .. but it looks like pbuffer support (SDL calls it rendertarget) won't > be implemented until the 1.3 release :( Or does anyone know an > alternative? > > -- Sannie > > > > ------------------------------------------------------- > SF email is sponsored by - The IT Product Guide > Read honest & candid reviews on hundreds of IT Products from real users. > Discover which products truly live up to the hype. Start reading now. > http://ads.osdn.com/?ad_id=6595&alloc_id=14396&op=click > _______________________________________________ > sdljava-users mailing list > sdl...@li... > https://lists.sourceforge.net/lists/listinfo/sdljava-users |
From: Sannie K. <sa...@in...> - 2005-02-24 00:02:14
|
Sannie Kwakman wrote: > Chris Dennett wrote: > >> Chris Dennett wrote: >> >>> Chris Dennett wrote: >>> >>>> Sannie Kwakman wrote: >>>> >>>>> Hi everyone! >>>>> >>>>> I'm checking out various high-speed graphics and game libraries >>>>> for use in a java based multiplayer game I'm developing. Sdljava >>>>> seems to do the trick on most requirements, but there is something >>>>> that I haven't figured out yet. At certain points in the game, >>>>> there will be several animations and sprite-movements displayed at >>>>> once, with some basic chat functionality right next to it. My >>>>> knowledge of sdljava (or SDL for that matter) is still pretty >>>>> limited, but my understanding is that I have to create a >>>>> SDLSurface for the animations and sprite movements (using openGL >>>>> or sdl_gfx). I wanted to use the standard AWT (or, if possible, >>>>> Swing) widgets for the chatinterface, which is nothing more than a >>>>> TextField and scrollable TextArea. In my tests I haven't been able >>>>> to combine a SDL_surface and AWT/Swing widgets in one window. My >>>>> approaches so far have been pretty awt-centric (trying to add a >>>>> SDLSurface to a Container/Frame/JFrame and trying to get a >>>>> AWT/Swing widget to draw on a SDLSurface) none of which were >>>>> succesfull. And because a SDLSurface creates its own window, >>>>> drawing/adding AWT widgets next to the SDLSurface don't seem to be >>>>> possible either. >>>>> >>>>> Is combining AWT/Swing with SDL graphics actually possible (and if >>>>> so, how) or are there other methods for creating a chat interface >>>>> within a surface? >>>>> >>>>> Thanks in advance! >>>>> >>>>> -- Sannie Kwakman >>>> >>>> >>>> >>>> >>>> >>>> This seems to be quite a good idea, but you can't do it using the >>>> approach you are taking. >>>> >>>> >>> Have a look at this: >>> http://java.sun.com/j2se/1.3/docs/api/java/awt/Graphics.html. If you >>> want AWT stuff in an SDLJava SDL window, you will need to extend >>> this class and implement all the abstract methods. You then have to >>> shove this into somewhere to register it as the default graphics >>> thingy, but it dosen't tell you how to do this anywhere. >>> >> Have a look at Odonata -- they are attempting to have AWT working on >> SDL, which is what you want to do. I expect they have taken the >> approach which I outlined in the previous message. See >> http://adorphuye.com/gallery/Odonata/Odonata20040816 for a >> screenshot. If you can get the source to this, then it might be >> adaptable to >> SDLJava. I think the project is also GPLed, so you can modify and >> redistribute the source if you want. >> >> I'm just trying to find the Odonata CVS so I can check out the latest >> files (I'm interested in this myself), but it may not have anonymous >> access. There was also something about AWT / Swing being OpenGL >> accelerated in the latest version of Java, so perhaps that could also >> be used? >> >> Regards, >> Chris >> > 'lo Chris, > > thanks for the reponses. I managed to download the Odonata src > (http://odonata.tangency.co.uk/files/). While scanning through them, I > got one mystery solved on how to replace Java's standard > GraphicsEnvironments. Odonata seems to do this pretty simple: > > System.setProperty("java.awt.graphicsenv","uk.co.tangency.odonata.GraphicsEnvironment"); > > > Odonata is still pretty early in development, and by the looks of it, > far from finished. In search for other methods, I found some threads > on the LWJGL forum that are discussing the awt/swing problem, and the > latest posts about it indicate that they were very close in having a > awt/swing adapter class. There was some code for it posted on the > forums, but I haven't found it in their CVS yet.Here are some related > forum threads: > http://lwjgl.org/forum/viewtopic.php?t=904&highlight=awt > http://lwjgl.org/forum/viewtopic.php?t=900&highlight=awt > > As I understand it, their approach is to use a pbuffer in which the gl > is rendered and draw the resulting pixels in a custom JComponent. > Looks like a more elegant solution to me, altough I don't know how bad > it will affect performance. > > -- Sannie > .. but it looks like pbuffer support (SDL calls it rendertarget) won't be implemented until the 1.3 release :( Or does anyone know an alternative? -- Sannie |
From: Sannie K. <sa...@in...> - 2005-02-23 23:32:16
|
Chris Dennett wrote: > Chris Dennett wrote: > >> Chris Dennett wrote: >> >>> Sannie Kwakman wrote: >>> >>>> Hi everyone! >>>> >>>> I'm checking out various high-speed graphics and game libraries for >>>> use in a java based multiplayer game I'm developing. Sdljava seems >>>> to do the trick on most requirements, but there is something that I >>>> haven't figured out yet. At certain points in the game, there will >>>> be several animations and sprite-movements displayed at once, with >>>> some basic chat functionality right next to it. My knowledge of >>>> sdljava (or SDL for that matter) is still pretty limited, but my >>>> understanding is that I have to create a SDLSurface for the >>>> animations and sprite movements (using openGL or sdl_gfx). I wanted >>>> to use the standard AWT (or, if possible, Swing) widgets for the >>>> chatinterface, which is nothing more than a TextField and >>>> scrollable TextArea. In my tests I haven't been able to combine a >>>> SDL_surface and AWT/Swing widgets in one window. My approaches so >>>> far have been pretty awt-centric (trying to add a SDLSurface to a >>>> Container/Frame/JFrame and trying to get a AWT/Swing widget to draw >>>> on a SDLSurface) none of which were succesfull. And because a >>>> SDLSurface creates its own window, drawing/adding AWT widgets next >>>> to the SDLSurface don't seem to be possible either. >>>> >>>> Is combining AWT/Swing with SDL graphics actually possible (and if >>>> so, how) or are there other methods for creating a chat interface >>>> within a surface? >>>> >>>> Thanks in advance! >>>> >>>> -- Sannie Kwakman >>> >>> >>> >>> >>> This seems to be quite a good idea, but you can't do it using the >>> approach you are taking. >>> >>> >> Have a look at this: >> http://java.sun.com/j2se/1.3/docs/api/java/awt/Graphics.html. If you >> want AWT stuff in an SDLJava SDL window, you will need to extend this >> class and implement all the abstract methods. You then have to shove >> this into somewhere to register it as the default graphics thingy, >> but it dosen't tell you how to do this anywhere. >> > Have a look at Odonata -- they are attempting to have AWT working on > SDL, which is what you want to do. I expect they have taken the > approach which I outlined in the previous message. See > http://adorphuye.com/gallery/Odonata/Odonata20040816 for a screenshot. > If you can get the source to this, then it might be adaptable to > SDLJava. I think the project is also GPLed, so you can modify and > redistribute the source if you want. > > I'm just trying to find the Odonata CVS so I can check out the latest > files (I'm interested in this myself), but it may not have anonymous > access. There was also something about AWT / Swing being OpenGL > accelerated in the latest version of Java, so perhaps that could also > be used? > > Regards, > Chris > 'lo Chris, thanks for the reponses. I managed to download the Odonata src (http://odonata.tangency.co.uk/files/). While scanning through them, I got one mystery solved on how to replace Java's standard GraphicsEnvironments. Odonata seems to do this pretty simple: System.setProperty("java.awt.graphicsenv","uk.co.tangency.odonata.GraphicsEnvironment"); Odonata is still pretty early in development, and by the looks of it, far from finished. In search for other methods, I found some threads on the LWJGL forum that are discussing the awt/swing problem, and the latest posts about it indicate that they were very close in having a awt/swing adapter class. There was some code for it posted on the forums, but I haven't found it in their CVS yet.Here are some related forum threads: http://lwjgl.org/forum/viewtopic.php?t=904&highlight=awt http://lwjgl.org/forum/viewtopic.php?t=900&highlight=awt As I understand it, their approach is to use a pbuffer in which the gl is rendered and draw the resulting pixels in a custom JComponent. Looks like a more elegant solution to me, altough I don't know how bad it will affect performance. -- Sannie |
From: Robert S. <the...@gm...> - 2005-02-23 22:30:10
|
Hi, there is an unofficial free software implementation of the vecmath package here: http://www.objectclub.jp/download/vecmath_e The JDL is not considered a free software license: http://gcc.gnu.org/ml/java/2004-06/msg00414.html cu Robert Bart LEBOEUF wrote: >Hi Ivan, > > I've take look on it and vecmath interface can be >used under JDL with no-fee and no royalties >(https://java3d.dev.java.net/jdl-java3d.pdf). The JDL >allows commercial use of vecmath with or without >modification, as long as compatibility with the entire >API Specification is maintained. So, we can add the >file vecmath.jar (license JDL is inside) as a >dependent library. > I've modify the all batch files to execute with >runtest. I've notive that Windows must have full path >in classpath and path variables, else loading >resources like images or sounds are impossible. The >relative paths using can be used only if in the code >we get canonical path of current bin path, not really >great !. I use "CD" shell variable to bypass problem >in 'runtest.bat'. In same time, I put in SDLCdTrack >class, my two methods that I send you before. > Why have you include bsh.jar in release version ??? >I don't see code using it for final user. I gone had >samples for SDLVideo very soon. If you want I'll send >you them first. > >CUS, >/Bart. > --- "Ivan Z. Ganza" <iva...@ya...> a écrit : > > >>I've been looking into the vecmath package. The >>licence appears to >>allow the import, usage and modification of this >>package into sdljava as >>long as we adhere to the licence which for us >>basically means not >>changing the package name. >> >>I am going to research it some more tomorrow but I >>predict that we will >>import this package. >> >>If anyone knows that this would violate the JDL >>please let me know. The >>way I am interpreting it I think we would be fine to >>import the vecmath >>package itself. I would include information as to >>its licence, etc... >> >>-Ivan/ >> >> >> >> >> >------------------------------------------------------- > > >>SF email is sponsored by - The IT Product Guide >>Read honest & candid reviews on hundreds of IT >>Products from real users. >>Discover which products truly live up to the hype. >>Start reading now. >> >> >> >http://ads.osdn.com/?ad_id=6595&alloc_id=14396&op=click > > >>_______________________________________________ >>sdljava-users mailing list >>sdl...@li... >> >> >> >https://lists.sourceforge.net/lists/listinfo/sdljava-users > > >> >> >> > > > > > > >Découvrez le nouveau Yahoo! Mail : 250 Mo d'espace de stockage pour vos mails ! >Créez votre Yahoo! Mail sur http://fr.mail.yahoo.com/ > > >------------------------------------------------------- >SF email is sponsored by - The IT Product Guide >Read honest & candid reviews on hundreds of IT Products from real users. >Discover which products truly live up to the hype. Start reading now. >http://ads.osdn.com/?ad_id=6595&alloc_id=14396&op=click >_______________________________________________ >sdljava-users mailing list >sdl...@li... >https://lists.sourceforge.net/lists/listinfo/sdljava-users > > > > |
From: Chris D. <Des...@nt...> - 2005-02-23 22:04:01
|
Chris Dennett wrote: > Chris Dennett wrote: > >> Sannie Kwakman wrote: >> >>> Hi everyone! >>> >>> I'm checking out various high-speed graphics and game libraries for >>> use in a java based multiplayer game I'm developing. Sdljava seems >>> to do the trick on most requirements, but there is something that I >>> haven't figured out yet. At certain points in the game, there will >>> be several animations and sprite-movements displayed at once, with >>> some basic chat functionality right next to it. My knowledge of >>> sdljava (or SDL for that matter) is still pretty limited, but my >>> understanding is that I have to create a SDLSurface for the >>> animations and sprite movements (using openGL or sdl_gfx). I wanted >>> to use the standard AWT (or, if possible, Swing) widgets for the >>> chatinterface, which is nothing more than a TextField and scrollable >>> TextArea. In my tests I haven't been able to combine a SDL_surface >>> and AWT/Swing widgets in one window. My approaches so far have been >>> pretty awt-centric (trying to add a SDLSurface to a >>> Container/Frame/JFrame and trying to get a AWT/Swing widget to draw >>> on a SDLSurface) none of which were succesfull. And because a >>> SDLSurface creates its own window, drawing/adding AWT widgets next >>> to the SDLSurface don't seem to be possible either. >>> >>> Is combining AWT/Swing with SDL graphics actually possible (and if >>> so, how) or are there other methods for creating a chat interface >>> within a surface? >>> >>> Thanks in advance! >>> >>> -- Sannie Kwakman >> >> >> >> This seems to be quite a good idea, but you can't do it using the >> approach you are taking. >> >> > Have a look at this: > http://java.sun.com/j2se/1.3/docs/api/java/awt/Graphics.html. If you > want AWT stuff in an SDLJava SDL window, you will need to extend this > class and implement all the abstract methods. You then have to shove > this into somewhere to register it as the default graphics thingy, but > it dosen't tell you how to do this anywhere. > Have a look at Odonata -- they are attempting to have AWT working on SDL, which is what you want to do. I expect they have taken the approach which I outlined in the previous message. See http://adorphuye.com/gallery/Odonata/Odonata20040816 for a screenshot. If you can get the source to this, then it might be adaptable to SDLJava. I think the project is also GPLed, so you can modify and redistribute the source if you want. I'm just trying to find the Odonata CVS so I can check out the latest files (I'm interested in this myself), but it may not have anonymous access. There was also something about AWT / Swing being OpenGL accelerated in the latest version of Java, so perhaps that could also be used? Regards, Chris -- |>>> Dessimat0r /`\ | "We cannot turn back time, but we can _ _|_ _ move it forwards with our own hands." |;|_|;|_|;| \\. . / [www: http://codeknight.net ] \\: . / [e-mail: des...@nt... ] ||: U | /`\ [icq: 21477909 ] ||:. | [msn: des...@nt... ] \,/ ||: U.| ||: | \,/ ||: , | ____--`~--- '--~~__ __ ----~ - ~`---, -~--~ ~---__ ,--~' ~~----___ |
From: Chris D. <Des...@nt...> - 2005-02-23 21:40:51
|
Chris Dennett wrote: > Sannie Kwakman wrote: > >> Hi everyone! >> >> I'm checking out various high-speed graphics and game libraries for >> use in a java based multiplayer game I'm developing. Sdljava seems to >> do the trick on most requirements, but there is something that I >> haven't figured out yet. At certain points in the game, there will be >> several animations and sprite-movements displayed at once, with some >> basic chat functionality right next to it. My knowledge of sdljava >> (or SDL for that matter) is still pretty limited, but my >> understanding is that I have to create a SDLSurface for the >> animations and sprite movements (using openGL or sdl_gfx). I wanted >> to use the standard AWT (or, if possible, Swing) widgets for the >> chatinterface, which is nothing more than a TextField and scrollable >> TextArea. In my tests I haven't been able to combine a SDL_surface >> and AWT/Swing widgets in one window. My approaches so far have been >> pretty awt-centric (trying to add a SDLSurface to a >> Container/Frame/JFrame and trying to get a AWT/Swing widget to draw >> on a SDLSurface) none of which were succesfull. And because a >> SDLSurface creates its own window, drawing/adding AWT widgets next to >> the SDLSurface don't seem to be possible either. >> >> Is combining AWT/Swing with SDL graphics actually possible (and if >> so, how) or are there other methods for creating a chat interface >> within a surface? >> >> Thanks in advance! >> >> -- Sannie Kwakman > > > This seems to be quite a good idea, but you can't do it using the > approach you are taking. > > Have a look at this: http://java.sun.com/j2se/1.3/docs/api/java/awt/Graphics.html. If you want AWT stuff in an SDLJava SDL window, you will need to extend this class and implement all the abstract methods. You then have to shove this into somewhere to register it as the default graphics thingy, but it dosen't tell you how to do this anywhere. -- |>>> Dessimat0r /`\ | "We cannot turn back time, but we can _ _|_ _ move it forwards with our own hands." |;|_|;|_|;| \\. . / [www: http://codeknight.net ] \\: . / [e-mail: des...@nt... ] ||: U | /`\ [icq: 21477909 ] ||:. | [msn: des...@nt... ] \,/ ||: U.| ||: | \,/ ||: , | ____--`~--- '--~~__ __ ----~ - ~`---, -~--~ ~---__ ,--~' ~~----___ |
From: Chris D. <Des...@nt...> - 2005-02-23 21:25:58
|
Sannie Kwakman wrote: > Hi everyone! > > I'm checking out various high-speed graphics and game libraries for > use in a java based multiplayer game I'm developing. Sdljava seems to > do the trick on most requirements, but there is something that I > haven't figured out yet. At certain points in the game, there will be > several animations and sprite-movements displayed at once, with some > basic chat functionality right next to it. My knowledge of sdljava (or > SDL for that matter) is still pretty limited, but my understanding is > that I have to create a SDLSurface for the animations and sprite > movements (using openGL or sdl_gfx). I wanted to use the standard AWT > (or, if possible, Swing) widgets for the chatinterface, which is > nothing more than a TextField and scrollable TextArea. In my tests I > haven't been able to combine a SDL_surface and AWT/Swing widgets in > one window. My approaches so far have been pretty awt-centric (trying > to add a SDLSurface to a Container/Frame/JFrame and trying to get a > AWT/Swing widget to draw on a SDLSurface) none of which were > succesfull. And because a SDLSurface creates its own window, > drawing/adding AWT widgets next to the SDLSurface don't seem to be > possible either. > > Is combining AWT/Swing with SDL graphics actually possible (and if so, > how) or are there other methods for creating a chat interface within a > surface? > > Thanks in advance! > > -- Sannie Kwakman This seems to be quite a good idea, but you can't do it using the approach you are taking. -- |>>> Dessimat0r /`\ | "We cannot turn back time, but we can _ _|_ _ move it forwards with our own hands." |;|_|;|_|;| \\. . / [www: http://codeknight.net ] \\: . / [e-mail: des...@nt... ] ||: U | /`\ [icq: 21477909 ] ||:. | [msn: des...@nt... ] \,/ ||: U.| ||: | \,/ ||: , | ____--`~--- '--~~__ __ ----~ - ~`---, -~--~ ~---__ ,--~' ~~----___ |
From: Sannie K. <sa...@in...> - 2005-02-23 16:57:17
|
Hi everyone! I'm checking out various high-speed graphics and game libraries for use in a java based multiplayer game I'm developing. Sdljava seems to do the trick on most requirements, but there is something that I haven't figured out yet. At certain points in the game, there will be several animations and sprite-movements displayed at once, with some basic chat functionality right next to it. My knowledge of sdljava (or SDL for that matter) is still pretty limited, but my understanding is that I have to create a SDLSurface for the animations and sprite movements (using openGL or sdl_gfx). I wanted to use the standard AWT (or, if possible, Swing) widgets for the chatinterface, which is nothing more than a TextField and scrollable TextArea. In my tests I haven't been able to combine a SDL_surface and AWT/Swing widgets in one window. My approaches so far have been pretty awt-centric (trying to add a SDLSurface to a Container/Frame/JFrame and trying to get a AWT/Swing widget to draw on a SDLSurface) none of which were succesfull. And because a SDLSurface creates its own window, drawing/adding AWT widgets next to the SDLSurface don't seem to be possible either. Is combining AWT/Swing with SDL graphics actually possible (and if so, how) or are there other methods for creating a chat interface within a surface? Thanks in advance! -- Sannie Kwakman |
From: Bart L. <bar...@ya...> - 2005-02-23 08:29:21
|
Hi Ivan, I've take look on it and vecmath interface can be used under JDL with no-fee and no royalties (https://java3d.dev.java.net/jdl-java3d.pdf). The JDL allows commercial use of vecmath with or without modification, as long as compatibility with the entire API Specification is maintained. So, we can add the file vecmath.jar (license JDL is inside) as a dependent library. I've modify the all batch files to execute with runtest. I've notive that Windows must have full path in classpath and path variables, else loading resources like images or sounds are impossible. The relative paths using can be used only if in the code we get canonical path of current bin path, not really great !. I use "CD" shell variable to bypass problem in 'runtest.bat'. In same time, I put in SDLCdTrack class, my two methods that I send you before. Why have you include bsh.jar in release version ??? I don't see code using it for final user. I gone had samples for SDLVideo very soon. If you want I'll send you them first. CUS, /Bart. --- "Ivan Z. Ganza" <iva...@ya...> a écrit : > I've been looking into the vecmath package. The > licence appears to > allow the import, usage and modification of this > package into sdljava as > long as we adhere to the licence which for us > basically means not > changing the package name. > > I am going to research it some more tomorrow but I > predict that we will > import this package. > > If anyone knows that this would violate the JDL > please let me know. The > way I am interpreting it I think we would be fine to > import the vecmath > package itself. I would include information as to > its licence, etc... > > -Ivan/ > > > ------------------------------------------------------- > SF email is sponsored by - The IT Product Guide > Read honest & candid reviews on hundreds of IT > Products from real users. > Discover which products truly live up to the hype. > Start reading now. > http://ads.osdn.com/?ad_id=6595&alloc_id=14396&op=click > _______________________________________________ > sdljava-users mailing list > sdl...@li... > https://lists.sourceforge.net/lists/listinfo/sdljava-users > Découvrez le nouveau Yahoo! Mail : 250 Mo d'espace de stockage pour vos mails ! Créez votre Yahoo! Mail sur http://fr.mail.yahoo.com/ |
From: Ivan Z. G. <iva...@ya...> - 2005-02-23 03:06:37
|
I've been looking into the vecmath package. The licence appears to allow the import, usage and modification of this package into sdljava as long as we adhere to the licence which for us basically means not changing the package name. I am going to research it some more tomorrow but I predict that we will import this package. If anyone knows that this would violate the JDL please let me know. The way I am interpreting it I think we would be fine to import the vecmath package itself. I would include information as to its licence, etc... -Ivan/ |
From: Chris D. <Des...@nt...> - 2005-02-22 18:08:23
|
Sorry, just a few minor changes to the hierarchy -- the indentation is messed up, and I omitted some setter methods by accident. I'm not sure if the indentation was due to my e-mail client, or the fact that it was 5am in the morning ;) SDLPoint: int x int y constructor(int x, int y): ... int getX() int getY() void setX() void setY() SDLSize: int width int height constructor(int width, int height): ... int getWidth() int getHeight() void setWidth() void setHeight() SDLRect: SDLPoint topLeft SDLSize size constructor(SDLSize): x = 0, y = 0, ... constructor(SDLPoint, SDLSize): ... SDLPoint getTopLeft() SDLPoint getTopRight() SDLPoint getBottomLeft() SDLPoint getBottomRight() SDLPoint getCenter() SDLSize getSize() void setTopLeft() void setCenter() -- |>>> Dessimat0r /`\ | "We cannot turn back time, but we can _ _|_ _ move it forwards with our own hands." |;|_|;|_|;| \\. . / [www: http://codeknight.net ] \\: . / [e-mail: des...@nt... ] ||: U | /`\ [icq: 21477909 ] ||:. | [msn: des...@nt... ] \,/ ||: U.| ||: | \,/ ||: , | ____--`~--- '--~~__ __ ----~ - ~`---, -~--~ ~---__ ,--~' ~~----___ |
From: Chris D. <Des...@nt...> - 2005-02-22 05:00:40
|
I've had a look at the AWT class for Rectangle, but that is far too complex for what we need, and it has lots of overhead associated with it. Although it does use Point objects in some situations, if you used it thoughout your code, and combined it with the Rectangle class, there would be a lot of overhead from removing the X and Y coordinates from the Point objects to use in a Rectangle object elsewhere, and then recreating the Point object again unnecessarily. This is because the Rectangle class does not store its X and Y coordiantes in a Point object, nor does it store Width and Height values in a Size object (is there a better name, such as Magnitude?). I propose that we do recreate these classes in a simplified AWT style, as has been suggested, but make various improvements that would be better suited to the scenario of game development. What I am proposing is the following class hierarchy: SDLPoint: int x int y constuctor(int x, int y): ... int getX() int getY() SDLSize: int width int height constuctor(int width, int height): ... int getWidth() int getHeight() SDLRect: SDLPoint topLeft SDLSize size constuctor(SDLSize): x = 0, y = 0, ... constuctor(SDLPoint, SDLSize): ... SDLPoint getTopLeft() SDLPoint setTopLeft() SDLPoint getTopRight() SDLPoint getBottomLeft() SDLPoint getBottomRight() SDLPoint getCenter() SDLPoint setCenter() SDLSize getSize() If you have anything to comment on this hierarchy, then please do so. Anything additional can be integrated, or added at a later time. This is just a small proposal. Regards, Chris -- |>>> Dessimat0r /`\ | "We cannot turn back time, but we can _ _|_ _ move it forwards with our own hands." |;|_|;|_|;| \\. . / [www: http://codeknight.net ] \\: . / [e-mail: des...@nt... ] ||: U | /`\ [icq: 21477909 ] ||:. | [msn: des...@nt... ] \,/ ||: U.| ||: | \,/ ||: , | ____--`~--- '--~~__ __ ----~ - ~`---, -~--~ ~---__ ,--~' ~~----___ |
From: Ivan Z. G. <iva...@ya...> - 2005-02-22 02:52:25
|
In anwer to your other questions there isn't yet an IRC channel. Maybe in the future. For now there are only a few full time developers and we are all in different time zones. When one sleeps the other is coding ;-) -Ivan/ Chris Dennett wrote: > Ignore the old patch if you haven't already applied it (I'm pretty > sure you haven't), as I've significantly worked on a number of areas > tonight, including adding a new SDLPoint class having the SDLRect > class extend from it, and the previous changes I made are also rolled > into this patch. > > Something I saw which might be significant, however, is that all the > positional stuff we need is actually in javax.vecmath, including > 3DPoint, if you are using that for the OpenGL modelling stuff.(See > http://java.sun.com/products/java-media/3D/forDevelopers/j3dapi/javax/vecmath/package-summary.html). > Using this would save us reinventing the wheel, but might incur an > extra download cost for the user. > > I also notice that you have Vector.java which is meant to hold a > coordiante in 3D space. However, you forget that vectors also have > length and direction. > > By the way, is there an SDLJava IRC channel we could go to to discuss > stuff? Somewhere on OpenProjects / FreeNode, perhaps? ;) Anyway, my > new patch is attached to this message, with many modifications. Again, > tell me if there is anything wrong with it. > > Regards, > Chris |
From: Ivan Z. G. <iva...@ya...> - 2005-02-22 02:47:21
|
The 3D api looks interesting. I'll have a look into this. Certainly if we don' t have to re-write all the code it would be good. From what I see so far I think we might want to use it. If we do end up using it then it is simply added to lib directory -- user will never have to download it. The 3D API in sdljava is growing slowly and carefully. I want to make sure its ideal and as fast as possible. Its not really ready for prime time use hence there will be things omitted in various places. -Ivan/ Chris Dennett wrote: > Ignore the old patch if you haven't already applied it (I'm pretty > sure you haven't), as I've significantly worked on a number of areas > tonight, including adding a new SDLPoint class having the SDLRect > class extend from it, and the previous changes I made are also rolled > into this patch. > > Something I saw which might be significant, however, is that all the > positional stuff we need is actually in javax.vecmath, including > 3DPoint, if you are using that for the OpenGL modelling stuff.(See > http://java.sun.com/products/java-media/3D/forDevelopers/j3dapi/javax/vecmath/package-summary.html). > Using this would save us reinventing the wheel, but might incur an > extra download cost for the user. > > I also notice that you have Vector.java which is meant to hold a > coordiante in 3D space. However, you forget that vectors also have > length and direction. > > By the way, is there an SDLJava IRC channel we could go to to discuss > stuff? Somewhere on OpenProjects / FreeNode, perhaps? ;) Anyway, my > new patch is attached to this message, with many modifications. Again, > tell me if there is anything wrong with it. > > Regards, > Chris > |
From: Chris D. <Des...@nt...> - 2005-02-21 21:29:12
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Ignore the old patch if you haven't already applied it (I'm pretty sure you haven't), as I've significantly worked on a number of areas tonight, including adding a new SDLPoint class having the SDLRect class extend from it, and the previous changes I made are also rolled into this patch. Something I saw which might be significant, however, is that all the positional stuff we need is actually in javax.vecmath, including 3DPoint, if you are using that for the OpenGL modelling stuff.(See http://java.sun.com/products/java-media/3D/forDevelopers/j3dapi/javax/vecmath/package-summary.html). Using this would save us reinventing the wheel, but might incur an extra download cost for the user. I also notice that you have Vector.java which is meant to hold a coordiante in 3D space. However, you forget that vectors also have length and direction. By the way, is there an SDLJava IRC channel we could go to to discuss stuff? Somewhere on OpenProjects / FreeNode, perhaps? ;) Anyway, my new patch is attached to this message, with many modifications. Again, tell me if there is anything wrong with it. Regards, Chris -- |>>> Dessimat0r /`\ | "We cannot turn back time, but we can _ _|_ _ move it forwards with our own hands." |;|_|;|_|;| \\. . / [www: http://codeknight.net ] \\: . / [e-mail: des...@nt... ] ||: U | /`\ [icq: 21477909 ] ||:. | [msn: des...@nt... ] \,/ ||: U.| ||: | \,/ ||: , | ____--`~--- '--~~__ __ ----~ - ~`---, -~--~ ~---__ ,--~' ~~----___ |