FlyingGuns on 1.3.2

The Java3D extension will need at least some local rights for it must be allowed to execute native code.

For FG itself, the permission to open sockets must be granted, later also file access might be necessary.
Requesting all-permissions now is just due to my lazyness :slight_smile:

Having a Sun-certified extension download from java.net would be the best option indeed. I’m pretty sure they have something like that in mind, just it might take longer bc. they also have to deal with legal/political issues? I’d even volunteer to provide the JNLP and ant scripts, but I’m afraid they’d never allow me to Sun-sign jars ::slight_smile:

I think of moving the extension over to sourceforge which gives me a lot of bandwitdh. Currently though, with Java3D’s popularity, bandwidth absolutely is not an issue :frowning:

Hi nice game. How did u learn to do the 3d? could you point me to any good resources?

How long have u been working on this project?
Thanks for any info.

We had a general understanding of 3D graphics (what a Zbuffer is, why culling is needed and how it might work, how texturing works…) and then we just started off with the examples and the online documentation.

Technically, FlyingGuns 3D is rather simple! Theres no fancy stuff in it. Basic and plain Java3D.

Maybe the most difficult thing is loading the models … but this is gracefully covered by the starfire loader :slight_smile:

For things like terrain, we conciously avoided complicated algorithms but attacked the problem by gameplay: WW1 planes go slo, turn tight and action is located in a narrow area. This removes the need for high visibility ranges :slight_smile:

The project is running for more than 2 years meanwhile, but always very slow. As an average, I think the effort is <1h/week.

Hi,

quick feedback: I tried to switch the Cassos installation to loading java3d as an extension.

I got this error:
javax.sound.sampled.LineUnavailableException: Failed to allocate clip data: Requested buffer too large.
at com.sun.media.sound.MixerClip.implOpen(Unknown Source)
at com.sun.media.sound.MixerClip.open(Unknown Source)
at com.sun.media.sound.MixerClip.open(Unknown Source)
at com.sun.j3d.audioengines.javasound.JSClip.initDataLine(Unknown Source)
at com.sun.j3d.audioengines.javasound.JSSample.load(Unknown Source)
at com.sun.j3d.audioengines.javasound.JavaSoundMixer.prepareSound(Unknown Source)
at javax.media.j3d.SoundScheduler.attachSoundData(Unknown Source)
at javax.media.j3d.SoundScheduler.processSoundAtom(Unknown Source)
at javax.media.j3d.SoundScheduler.calcSchedulingAction(Unknown Source)
at javax.media.j3d.SoundScheduler.renderChanges(Unknown Source)
at javax.media.j3d.SoundScheduler.processMessages(Unknown Source)
at javax.media.j3d.StructureUpdateThread.doWork(Unknown Source)
at javax.media.j3d.J3dThread.run(Unknown Source)

It did not show up before so I suppose this could come from the newer version of java3d 1.3.2.

I hope to see this bug corrected (why would my 30Mo wave file be too big? Naaahh… I just do what I want :slight_smile: ) or to be able to load version 1.3.1 as an extension.

FYI I checked the java3d webstart site. Very good initiative :). Thing is the links to the releases seem down.

I would have gladly prepared the 1.31 extension myself but after seeing the j3daudio.jar disappear in yours I figured it was out of my understanding :stuck_out_tongue:

Thanks again, even without music Cassos! can be launched directly :slight_smile:

Alec

Cassos! free with java3d

Two notes:

  1. the person on linux having probs is waaaaaay out of date. 1.4.2-b28 DOES NOT WORK. You NEED to upgrade your JVM (you are 3 versions behind!). Herk’s j3d install works fine on linux with a recent VM installed for me…

  2. Herk: I want to put a copy of each of the common webstart extensions on JGF for people to reference MAINLY so that the chances of a game using a direct href that you’ve already installed with another game are vastly increased :D. Originally, I was just hoping to persuade tech and lib authors to do it themselves, but so many are dragging their heels that we need a central set of them. If we’re doing that anyway, and soon to give people free binary hosting on JGF, we might as well get as much as possible on one server to reduce the reliance on multiple servers just to play individual games (nb: if any server serving any of the extensions your game references go down, of course the whole game refuses to start! Arrggh!)

If there were a way to give webstart a list of alternative mirrors for a given extension, I’d ask if we could simply mirror your J3D pack. But I don’t believe that’s possible :(’, so…would you consider maintaining a build for JGF? I’d basically just give you all admin rights over an area of the site where you could directly change the binaries, change the webpage + instructions etc, so you could do everything with minimal hassle (and of course as the maintainer you can put a plug for your homepage on there ;)). Of course, if you prefer running it off your site, there’s no reason for you to change!

We’re not ready yet, but if you like the idea let me know and we’ll try and get something setup before JGF v3 launches.