Articles You'd Like To See

Just to nudge the ball a more to try and get it rolling…

Were anyone to contribute some articles on JGO, what would you like them to be about?

Let’s get a list of dissertation titles together, and then we can vote on them to figure out which ones to get done first.

Cas :slight_smile:

Here’s a few ideas. Many of these are already done, but could do with being all placed in one place.

Introduction
What is LWJGL?
LWJGL compared to Java3D, GL4Java, GAGE etc.
Issues with LWJGL - AWT/Swing integration, hardware/software requirements etc.
When/when not to use LWJGL?

Installation
Installing LWJGL globally (into JRE dir)
Installing LWJGL locally (local dir, set library path etc)
How to distribute LWJGL (Jar, WebStart, legal issues)
Example code: Ant build script both for development and distribution

Basic Operation
ByteBuffers and how to use them.
Intro to OpenGL.
Intro to OpenAL.
Input devices - buffered and immediate access.
Example code: Rotating square, Playing a sound, Example game loop.

Advanced Techniques / FAQs
Loading graphics (raw TGA format?)
How to take a screenshot (gl.readPixels)
Executing shader programs (!!!)
Rendering text.
How to use LWJGL for 2D games.

Development
Concepts employed in LWJGL development.
How to compile LWJGL on Win32, Linux and MacOS.

Links
OpenGL and OpenAL specs, docs, forums, example code, tutorials etc.

Ahem. So, er, you’d like some LWJGL articles then :wink: ?

How about some more generic stuff as well - like, how not to anger the garbage collector? The Mysteries of the Main Loop? Scrolling tiles? Terrain rendering?

The list could be very big, which is why we should get it written up here and voted on.

(Where’s the poll feature in YaBB?)

Cas :slight_smile:

If I could make a suggestion Cas, I think you have plenty of material with which to start writing E-Books. If you wrote decent sized PDF books on the subjects that interest people, you could probably sell them for $5-$20 a piece. This way, we will pay for your time and you’ll have more incentive to write very deep and involved information on Java and LWJGL.

What does everyone else think? Sound like a good idea?

Oh, and here’s my list:

The power of Multitexturing (in depth)
A detailed explaination of GL extensions and their uses

;D

A ‘Java3D - best practise’ would be cool…

I still detect a very strong OpenGL/LWJGL bias here :slight_smile:
Would no-one like to see articles about using Java2D for games? Volatile images and stuff? Java3D? Etc.? There’s still a bit of scope for developing games using bog-standard Java (although, I mischieviously think, it seems to have crawled into a corner to die gracefully while we get on and do fantastic things our own way)

Aha, YaBB lag strikes again!

Cas :slight_smile:

I think Java2D is already pretty well understood here. (After all, we’ve had over a year and a half to figure it out.) OpenGL however, is still full of mysteries to many and is also viewed as “your area of expertise” (no offense). Thus, you have lots of requests for OpenGL type topics. :slight_smile:

I would like to see an article or articles discussing:

1> The pros/cons of using the various Collection classes in games. Also including when it is better to use arrays instead of collections.

2> When to use custom classes for complex data types versus using multiple primitive arrays.

3> Best practices for class methods that may/may not modify passed in data. Best practices for handling situations where a method returns data contained by a class that you don’t want the programmer to be able to change. Basically data copying versus trusting the programmer to not modify data. Include discussion of efficencies or lack there of of data copying.

Well I’ll put in for J3D but there are several Java3D books, tutorials as well as the mailing list and J3D.org, so that probably why you aren’t getting a lot of J3D noise.

Perhaps someone else can yawp about Java2D? or maybe reference the links at least?

I’d also like to see some more in-depth Java3D articles, especially for:

  1. Multitexturing
  2. Special effects (particles, cel shading, etc)
  3. Sound
  4. Overlays
  5. Optimizing scene graphs
  6. Animation

Dan Selman’s book was great, but there’s a whole lot more depth in all of Java3D that hasn’t been delved.

Ah-ha, I thought you were just talking about LWJGL documentation. Oops… ;D My mistake!

In many of these things I like to take the “give the public what they ask for” approach. Take a look through the posts here and elsewhere and see what people keep asking.

For example: BufferStrategies, different Image types, how to use ImageIO, fullscreen tutorial, debugging Java3D problems, isometric rendering, tile-based engines etc etc.

i’d like an article covering the design of games, as in good tips on connecting all the pieces together (menues, gamestates etc). that’s something everyone can learn from, both beginners and more experienced programmers.

i always start with good design when doing the most crucial stuff, but when everything is implemented (read menues) it tends to look more and more like spaghetti or even ravioli than good design!

i’m sure all of you who have written 3+ games have some pointers on the basic stuff.

still, LWJGL articles are of course nice too :smiley:

oh yeah, articles about sound/music are more than welcome

I’d like to write an article about the game design process… kinda looking for interest here.

I’m almost to the release stage of an MMORPG that’s completely in Java 1.4 (with the exception of jbanes’ JNI library for Windows because of the timer)…

I’d be very interested in writing and getting feedback as I’d like some way to actually document how I went about doing it, in detail. It’s 2D, not LWJGL, so that might cover the non-OpenGL gaming topics.

Mill, what specifically are you asking about for sound/music? Creation, or how to use files in Java, or what?

Often, interesting topics are deeply burried in old discussions. I’d like to see these results rewritten in a more accessible (and visible) article for easy access.

And to add my topic of interest, I’d like to learn more about all different aspects to write turn-based strategy games in Java… (as I don’t like reality-based war games my example would be SSI’s old Star General)

[quote]I’d like to learn more about all different aspects to write turn-based strategy games in Java.
[/quote]
Have you played and enjoyed Final Fantasy Tactics? If so we might be intersted in having you join our project to create a multiplayer game in the style of FFT. Send me a PM with your email address if you’re intersted.

articles on tools (IDEs, build stuff like Ant, integrating with CVS, profiling, debugging)

not quick overview stuff, but really focusing on a specific tool and highlighting the various ways it can be used within projects

edit: compiling to native executables could go here. i don’t have the drive to fool with gcj for example, but i’d be very interested in reading about someone’s experiences with it

GergisKhan::umm, using and playing sounds/music in Java using the standard API (or other stuff, like javalayer and whatnot). i have absolutely no experience what so ever with that kind of stuff. creating music and stuff is not interesting (other people can do that)

No, all I know is the Final Fantasy movie - I got interested because of the computer graphics. Quite realisitic but cold and unhuman characters, simple story line IMHO - I liked Antz much more :wink:

Recreating a game based on copyrighted graphics and storyline looks a little bit difficult/costly to me. The game description sounds like those trading card games where unique characters loaded with special items fight each other. I think, I’m more in favor of strategic and not tactial level games. Still, the graphics on the web page mentioned in that other thread look great.

As mentioned already, I think that there is a lot of info in the forums but it really needs to be collected and put in one place. It could be in article or FAQ format. I was just thinking today that we needed a FAQ, funny you should start this thread :slight_smile: .

2D stuff: image types, Buffer strategies, active/passive rendering, fullscreen/windowed, scrolling, timers, AWT/Swing/lightweight/heavyweight/None components etc… Could be easy to write for someone with the experience of doing it.