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Search found 56 results on 3 pages for 'jogl'.

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  • Keyboard input for a game in Java

    - by hmp
    I'm writing a game in Java, right now it's Swing + JOGL - a JFrame with a GLCanvas. I handle input using keyPressed etc. events (jframe.addKeyListener(...)) and it doesn't seem to work properly: when I have 3+ keys down at the same time, they don't register properly after the window loses, then regains focus, input stops working completely... What am I doing wrong? Is there a better way of handling keyboard input in Java? (I'd rather not switch to another library, like LWJGL... unless I have no choice).

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  • what is the best approach for to use openGL in the web?

    - by Y_Y
    I wrote a program in C++/OpenGL (using Dev-C++ compiler) for my calculus 2 class. The teacher liked the program and he requested me to somehow put it online so that instead of downloading the .exe file and run it the web browser will run it automatically just like a java applet. The question is: How if possible, can I display a C++/OpenGL program in a web browser? I am thinking of moving to JOGL which is a java interpretation of OpenGL but I rather stay in C++ since I am more familiar with it. Also is there any other better and easier 3D web base API that I can consider?

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  • Calculating a circle or sphere along a vector

    - by Sparky
    Updated this post and the one at Math SE (http://math.stackexchange.com/questions/127866/calculating-a-circle-or-sphere-along-a-vector), hope this makes more sense. I previously posted a question (about half an hour ago) involving computations along line segments, but the question and discussion were really off track and not what I was trying to get at. I am trying to work with an FPS engine I am attempting to build in Java. The problem I am encountering is with hitboxing. I am trying to calculate whether or not a "shot" is valid. I am working with several approaches and any insight would be helpful. I am not a native speaker of English nor skilled in Math so please bear with me. Player position is at P0 = (x0,y0,z0), Enemy is at P1 = (x1,y1,z1). I can of course compute the distance between them easily. The target needs a "hitbox" object, which is basically a square/rectangle/mesh either in front of, in, or behind them. Here are the solutions I am considering: I have ruled this out...doesn't seem practical. [Place a "hitbox" a small distance in front of the target. Then I would be able to find the distance between the player and the hitbox, and the hitbox and the target. It is my understanding that you can compute a circle with this information, and I could simply consider any shot within that circle a "hit". However this seems not to be an optimal solution, because it requires you to perform a lot of calculations and is not fully accurate.] Input, please! Place the hitbox "in" the player. This seems like the better solution. In this case what I need is a way to calculate a circle along the vector, at whatever position I wish (in this case, the distance between the two objects). Then I can pick some radius that encompasses the whole player, and count anything within this area a "hit". I am open to your suggestions. I'm trying to do this on paper and have no familiarity with game engines. If any software folk out there think I'm doing this the hard way, I'm open to help! Also - Anyone with JOGL/LWJGL experience, please chime in. Is this making sense?

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  • JOAL with JNLPAppletLauncher Problem

    - by user347445
    Hi, I am developing a Java Applet that makes use of JOAL. In order to avoid annoying dialogues I wanted to load JOAL with the JNLPAppletLauncher as it is shown on https://jogl-demos.dev.java.net/applettest-joal.html Unfortunately with this approach I get this exception: JNLPAppletLauncher.loadLibrary("joal_native") loading: C:\Users\Barbara\AppData\Local\Temp\jnlp-applet\jln7379734545861869319\jln1640167325490042232\joal_native.dll Exception in thread "AWT-EventQueue-2" java.lang.RuntimeException: Can not get proc address for method "alcCaptureCloseDevice": Couldn't set value of field "_addressof_alcCaptureCloseDevice" in class net.java.games.joal.impl.ALCProcAddressTable at com.sun.gluegen.runtime.ProcAddressHelper.resetProcAddressTable(ProcAddressHelper.java:113) at net.java.games.joal.impl.ALProcAddressLookup.resetALCProcAddressTable(ALProcAddressLookup.java:109) at net.java.games.joal.impl.ALCImpl.alcOpenDevice(ALCImpl.java:341) at net.java.games.joal.util.ALut.alutInit(ALut.java:69) at demos.devmaster.lesson1.SingleStaticSource.initialize(SingleStaticSource.java:194) at demos.devmaster.lesson1.SingleStaticSource.access$000(SingleStaticSource.java:57) at demos.devmaster.lesson1.SingleStaticSource$1.actionPerformed(SingleStaticSource.java:79) at javax.swing.AbstractButton.fireActionPerformed(Unknown Source) at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source) at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source) at javax.swing.DefaultButtonModel.setPressed(Unknown Source) at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source) at java.awt.Component.processMouseEvent(Unknown Source) at javax.swing.JComponent.processMouseEvent(Unknown Source) at java.awt.Component.processEvent(Unknown Source) at java.awt.Container.processEvent(Unknown Source) at java.awt.Component.dispatchEventImpl(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.EventQueue.dispatchEvent(Unknown Source) at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.run(Unknown Source) Caused by: java.lang.RuntimeException: Unable to find and load OpenAL library at net.java.games.joal.impl.ALProcAddressLookup$DynamicLookup.dynamicLookupFunction(ALProcAddressLookup.java:66) at com.sun.gluegen.runtime.ProcAddressHelper.resetProcAddressTable(ProcAddressHelper.java:106) ... 30 more I am using Firefox 3.6.3, Java 1.6._017 and am on a Windows 7 Machine. I also tried this on another computer with Windows XP and on one with Linux, always with the same result, so it does not seem to be specific for my computer. I also get the same result for IE8. Any ideas how I could fix this? Thank you very much.

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  • GLFW - Not drawing square

    - by m00st
    I am using GLFW as GUI for OpenGL projects. I am using my red book and testing code and well the first bit of code doesn't work at all. I want to say this is a GLFW problem because I don't have this problem in JOGL. #include <iostream> #include "GL/glfw.h" #ifndef MAIN #define MAIN #include "GL/gl.h" #include "GL/glu.h" #endif using namespace std; int main() { int running = GL_TRUE; glfwInit(); if( !glfwOpenWindow( 300,300, 0,0,0,0,0,0, GLFW_WINDOW ) ) { glfwTerminate(); return 0; } while( running ) { //GL Code here glClear(GL_COLOR_BUFFER_BIT); glClearColor(0.0, 0.0, 0.0, 0.0); glColor3f(1.0, 1.0, 1.0); glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0); glBegin(GL_POLYGON); glVertex3f(0.25, 0.25, 0.0); glVertex3f(0.75, 0.25, 0.0); glVertex3f(0.75, 0.75, 0.0); glVertex3f(0.25, 0.75, 0.0); glEnd(); glFlush(); glfwSwapBuffers(); // Check if ESC key was pressed or window was closed running = !glfwGetKey( GLFW_KEY_ESC ) && glfwGetWindowParam( GLFW_OPENED ); } glfwTerminate(); return 0; }

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  • Best of both worlds: browser and desktop game?

    - by Ricket
    When considering a platform for a game, I've decided on multi-platform (Win/Lin/Mac) but can't make up my mind as far as browser vs. desktop. As I'm not all too far in development, and now having second thoughts, I'd like your opinion! Browser-based games using Java applets: market penetration is reasonably high (for version 6, it's somewhere around 60% I believe?) using JOGL, 3D performance/quality is decent; certainly good enough to render the crappy 3D graphics that I make there's the (small?) possibility of porting something to Android great for an audience of gamers who switch computers often; can sit down at any computer, load a webpage and play it also great for casual gamers or less knowledgeable gamers who are quite happy with playing games in a browser but don't want to install more things to their computer written in a high-level language which I am more familiar with than C++ - but at the same time, I would like to improve my skills with C++ as it is probably where I am headed in the game industry once I get out of school... easier update process: reload the page. Desktop games using good ol' C++ and OpenGL 100% market penetration, assuming complete cross-platform; however, that number reduces when you consider how many people will go through downloading and installing an executable compared to just browsing to a webpage and hitting "yes" to a security warning. more trouble to maintain the cross-platform; but again, for learning purposes I would embrace the challenge and the knowledge I would gain better performance all around true full screen, whereas browser games often struggle with smooth full screen graphics (especially on Linux, in my experience) can take advantage of distribution platforms such as Steam more likely to be considered a "real" game, whereas browser and Java games are often dismissed as not being real games and therefore not played by "hardcore gamers" installer can be large; don't have to worry so much about download times Is there a way to have the best of both worlds? I love Java applets, but I also really like the reasons to write a desktop game. I don't want to constantly port everything between a Java applet project and a C++ project; that would be twice the work! Unity chose to write their own web player plugin. I don't like this, because I am one of the people that will not install their web player for anything, and I don't see myself being able to convince my audience to install a browser plugin. What are my options? Are there other examples out there besides Unity, of games that have browser and desktop versions? Did I leave out anything in the pro/con lists above?

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