LWJGL - Tower Defence Game

Oh thats interesting :D, OOps its tryn to connect to my Internet IP, instead of the local loop back. i forgot to change it back. i wanted to monitor network trafic for multiplayer.

Not sure why the mouse is acting up, ill try another way to deal with Mouse events.

I got no output trace, only this in the log file:

<?xml version="1.0" encoding="UTF-8" standalone="no"?>

It doesn’t help a lot :frowning:
it is even worse than before as I don’t see your confirm dialog anymore. It is reproducible on several different versions of Linux.

Keep cool, I needed a few months to allow my own game to work under Microsoft Vista. I wish you to succeed.

cool thanx man.

Iv got to get around to install a version of linux on this computer, then I should be able to determine the instance that is causing the error.

It now works on th EEEPC, which is a Linux system too. Except for the sound, but that’s normal behaviour for OpenAL. I haven’t tried a single application (including my own stuff) using OpenAL that didn’t produce sound garbage on this machine.

good to know. Ill put in a option to play sound without openAL

I got this :

Server Started
Player Has Entered the Server
Server Closed
java.lang.IllegalStateException: Function is not supported
at org.lwjgl.BufferChecks.checkFunctionAddress(BufferChecks.java:69)
at org.lwjgl.opengl.ARBProgram.glDeleteProgramsARB(ARBProgram.java:115)
at resource.glsl.a.h(Unknown Source)
at game.d.e(Unknown Source)
at game.d.(Unknown Source)
at game.g.h(Unknown Source)
at game.g.c(Unknown Source)
at game.gui.f.a(Unknown Source)
at game.gui.l.b(Unknown Source)
at game.gui.GUI.o(Unknown Source)
at game.gui.GUI.l(Unknown Source)
at game.gui.GUI.(Unknown Source)
at game.gui.GUI.main(Unknown Source)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.sun.javaws.Launcher.executeApplication(Launcher.java:1272)
at com.sun.javaws.Launcher.executeMainClass(Launcher.java:1218)
at com.sun.javaws.Launcher.doLaunchApp(Launcher.java:1065)
at com.sun.javaws.Launcher.run(Launcher.java:105)
at java.lang.Thread.run(Thread.java:619)

My 3D card doesn’t support glDeleteProgramsARB. You should check it first before using it. I’m sure there is a way of checking if an extension is available through LWJGL.

The following piece of code (coming from TUER) shows how I check if I can use VBO in JOGL:

if(gl.isExtensionAvailable(“GL_ARB_vertex_buffer_object”)
&& gl.isFunctionAvailable(“glBindBufferARB”)
&& gl.isFunctionAvailable(“glBufferDataARB”)
&& gl.isFunctionAvailable(“glDeleteBuffersARB”)
&& gl.isFunctionAvailable(“glGenBuffersARB”))
{delegate=new StaticVertexBufferObjectFactory(gl);
rescueDelegate=null;
}

Have a go with replacing libopenal.so with openal-soft (there’s a pre-built binary linked to from this thread.
EEEPCs seems to be flying off the shelves, so having a working lwjgl on it can only be a good thing.

I just put in my own software version, but ill take a look at openal-soft

There is an option in Settings-Graphics to turn Bump mapping off. But im thinkn it might not be the shader, i think the destroy function was called wrongly due to another function terminating.
I changed the function so it wont get called, if the shaders arnt created.

No I got this now:

java.lang.IllegalStateException: Function is not supported
at org.lwjgl.BufferChecks.checkFunctionAddress(BufferChecks.java:69)
at org.lwjgl.opengl.ARBProgram.glDeleteProgramsARB(ARBProgram.java:115)
at resource.glsl.a.h(Unknown Source)
at game.d.e(Unknown Source)
at game.d.(Unknown Source)
at game.g.h(Unknown Source)
at game.g.c(Unknown Source)
at game.gui.f.a(Unknown Source)
at game.gui.l.b(Unknown Source)
at game.gui.GUI.o(Unknown Source)
at game.gui.GUI.l(Unknown Source)
at game.gui.GUI.(Unknown Source)
at game.gui.GUI.main(Unknown Source)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:597)
at com.sun.javaws.Launcher.executeApplication(Launcher.java:1272)
at com.sun.javaws.Launcher.executeMainClass(Launcher.java:1218)
at com.sun.javaws.Launcher.doLaunchApp(Launcher.java:1065)
at com.sun.javaws.Launcher.run(Launcher.java:105)
at java.lang.Thread.run(Thread.java:619)

I can’t change the bump settings in the menu, it keeps on :frowning:

oh SNAP. i think i fixed it.

I replaced the linux openAL file. There is also an option to use software in audio settings. I guess ill leave it, in case any other system has problems with openAL

Thank you, it works. Your game is fine. The bump mapping is now off by default. I’m going to add this on http://www.randomthoughts.net/.

I updated the game, if anyone is interested. still crappy, just have more support for better graphics.

I added:
Real Time Shadow Support
shortcut style bloom effect.
collision entities supported on map loading.
primary tower has a better model/animation.

Cool little game there. Reminds me the versions I use to play on warcraft 3.

Yeah its what made me want to make it :slight_smile: Iv been working on the RTS but it would take so long to actually finish a game, so i decided to make a minigame first.

Good work

It now supports multiplayer. up 2 8 players at the moment, its going to be 16 except im just tweeking the culling, so performance is still a bit of an issue.

Im assuming its gonna have heeps of bugs, cuz iv changed alot of code around.

What is your problem with culling? Which algorithm(s) do you use?

Sorry to tell you this but it is slower than before, really, it is almost unplayable on my machine, I gave up after 2 minutes.

i dont know what the method name is for the culling im putting in.

I get the top left corner, and the bottom right corner, get there line equations then run a test on weather or not and object is in between them.

its probably slow because of the actual tilemap, is not longer made up of a few quads, but rather alot of triangles.

also bloom is on by default, may want to turn it off in graphic options, same as bump mapping.

I added a safe mode webstart

http://users.on.net/~bobjob/Safemode.jnlp