Space prototype thing

can’t start it, it crashes in the webstart with the following message:

java.lang.reflect.InvocationTargetException
	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
	at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
	at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
	at java.lang.reflect.Method.invoke(Unknown Source)
	at com.sun.javaws.Launcher.executeApplication(Unknown Source)
	at com.sun.javaws.Launcher.executeMainClass(Unknown Source)
	at com.sun.javaws.Launcher.doLaunchApp(Unknown Source)
	at com.sun.javaws.Launcher.run(Unknown Source)
	at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.UnsatisfiedLinkError: no nativewindow_jvm in java.library.path
	at java.lang.ClassLoader.loadLibrary(Unknown Source)
	at java.lang.Runtime.loadLibrary0(Unknown Source)
	at java.lang.System.loadLibrary(Unknown Source)
	at com.sun.nativewindow.impl.NativeLibLoaderBase.loadLibraryInternal(NativeLibLoaderBase.java:199)
	at com.sun.nativewindow.impl.NativeLibLoaderBase.access$000(NativeLibLoaderBase.java:50)
	at com.sun.nativewindow.impl.NativeLibLoaderBase$DefaultAction.loadLibrary(NativeLibLoaderBase.java:88)
	at com.sun.nativewindow.impl.NativeLibLoaderBase.loadLibrary(NativeLibLoaderBase.java:126)
	at com.sun.nativewindow.impl.NativeLibLoaderBase$1.run(NativeLibLoaderBase.java:133)
	at java.security.AccessController.doPrivileged(Native Method)
	at com.sun.nativewindow.impl.NativeLibLoaderBase.loadNativeWindow(NativeLibLoaderBase.java:131)
	at com.sun.nativewindow.impl.jvm.JVMUtil.<clinit>(JVMUtil.java:53)
	at javax.media.opengl.GLProfile.<clinit>(GLProfile.java:625)
	at Space.MainWindow.<init>(MainWindow.java:122)
	at Space.MainWindow.main(MainWindow.java:41)
	... 9 more

EDIT: It started the second time I clicked on the button and I saw the world, after less than a second java.exe crashed though.

Hmm… difficult with webstart as console vanishes after crash (isn’t there a way to keep that open? Man, I hate webstart!)
Seems to generate 3 planet textures OK, then crash out either during or immediately after the 4th…

Well, the first crash looks like it’s probably Webstart’s fault rather than mine. That’s clearly not the case for the second crash though.

Interesting… It’s getting further than I’d feared at least. (It starts rendering pretty much immediately after generating the 4th texture.)

Just to rule out any obvious JOGL2 issues, do you have any problems running the demos?

Simon

[quote=“dishmoth,post:23,topic:34441”]
No problems with the demo…
Running your app from the command line does generate this astonishingly helpful error log;

#
# An unexpected error has been detected by Java Runtime Environment:
#
#  EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x04579ad0, pid=1636, tid=2044
#
# Java VM: Java HotSpot(TM) Client VM (10.0-b22 mixed mode, sharing windows-x86)
# Problematic frame:
# C  [nvoglnt.dll+0x1a9ad0]
#
# If you would like to submit a bug report, please visit:
#   http://java.sun.com/webapps/bugreport/crash.jsp
# The crash happened outside the Java Virtual Machine in native code.
# See problematic frame for where to report the bug.
#

---------------  T H R E A D  ---------------

Current thread (0x03c98400):  JavaThread "AWT-EventQueue-0" [_thread_in_native, id=2044, stack(0x040b0000,0x04100000)]

siginfo: ExceptionCode=0xc0000005, reading address 0x0c55a7cc

Registers:
EAX=0x05076418, EBX=0x04ef00c0, ECX=0x05076428, EDX=0x40082e00
ESP=0x040ff5d8, EBP=0x00000000, ESI=0x0c55a7cc, EDI=0x00000002
EIP=0x04579ad0, EFLAGS=0x00010246

Top of Stack: (sp=0x040ff5d8)
0x040ff5d8:   06253b0c 00000000 04ef00c0 0457a0c9
0x040ff5e8:   00000005 00000000 00000000 00000005
0x040ff5f8:   062537cc 0457afd7 00000005 00000004
0x040ff608:   062537cc 06253300 04ef00c0 00000000
0x040ff618:   00000001 062534a4 06253408 00000008
0x040ff628:   04e35e00 00000004 04462ea7 00000000
0x040ff638:   04405af2 04ef00c0 06253300 26cf8740
0x040ff648:   03c98400 04ef00c0 040ff668 04407ad5 

Instructions: (pc=0x04579ad0)
0x04579ac0:   89 10 83 c0 04 29 7c 24 14 8d a4 24 00 00 00 00
0x04579ad0:   66 8b 0e 66 03 cd 66 89 08 66 8b 56 02 66 03 d5 


Stack: [0x040b0000,0x04100000],  sp=0x040ff5d8,  free space=317k
Native frames: (J=compiled Java code, j=interpreted, Vv=VM code, C=native code)
C  [nvoglnt.dll+0x1a9ad0]

[error occurred during error reporting (printing native stack), id 0xc0000005]

Java frames: (J=compiled Java code, j=interpreted, Vv=VM code)
v  ~BufferBlob::Interpreter
v  ~BufferBlob::Interpreter
.....etc.

There’s lots and lots more (13K in all) of the same sort of gobbledygook which I had to trim off to fit this post. Am I missing something obvious or is webstart a big pile of smelly pants?
Can’t you get it running as an applet? I want to see it working! :’(

Worked fine on my home computer, no issues at all :slight_smile:

Hmm, I’m not fluent in gobbledygook, but that looks like it’s a Java crash rather than a Webstart crash. I don’t know if running as an applet would help. (Are applets better at reporting error logs than Webstart? I’ve no particular reason for using Webstart rather than an applet, just inertia. Although being able to resize the window is probably a good thing for this project.)

Okay, let’s try this. I’m speculating that the crash is something to do with vertex buffers (no real reason for thinking that, just guessing wildly). So I’ve temporarily uploaded a version (my original code for testing) that draws triangles one-by-one.

It’s incredibly slow now. But it might just work!

And if it doesn’t work then I’ll just bang my head against the wall until I am enlightened.

Cheers,
Simon

[quote=“dishmoth,post:26,topic:34441”]
Only in as much that for a browser-based applet the console stays open after a crash.

[quote=“dishmoth,post:26,topic:34441”]
Your walls are safe - it works now! ~20-60fps full screen
Looks very nice - almost as nice as mine! :stuck_out_tongue:
I agree that the controls need tweaking though; my mouse finger gets tired so quickly nowadays…
How about WSAD for pitch/roll & up/down for throttle, with the option to click on the screen to align the ship to that spot - much like you can with the stations now but anywhere on the sky. That way you could cruise with just the occasional click to change course - but controls can always be tweaked later…
For almost no extra CPU you could have other ‘planet systems’ as billboard images in the distance and only switch to full 3D when you get close enough (switching the system you’re leaving from 3D to billboard at the same time).

It’s pretty close to what I had in mind for the community project - sod the realism, make it pretty and playable!
Thumbs up! Hack in a trading screen from the ‘dock’ button, prettify the lasers, add a few explosions and you’ve got a game!

Yippee!

Did you continue working on that? Last version I saw was looking good.
Actually, I’m a little surprised not to have seen other spins-offs from the Community Project showing up here…

Okay, the votes are in and the controls need changing. I think I’ll try to keep it as just mouse plus one button, but we’ll see what happens.

Distant systems and, just visible, worm holes leading to them… Maybe, we’ll see.

Amen to that! (Real pity the Community Project never came to anything. Ah well, I guess that’s how all such internet collaborations end up.)

Yep, just give me an evening or two to finish it off. ::slight_smile:

But first I’ve got to work out why those vertex buffers are giving me such trouble. ???

Cheers,
Simon

To try and pin down the cause of the crashes, I’ve uploaded this version with everything enabled except the buffer objects (my chief suspects for the problem).

Could someone who saw crashes in the original version try running the new version for me?

Much obliged,
Simon

now I get only a blank screen … no crash, but nothing else than the blank screen

I suspect your suspicion is correct… works fine. Pleeeeeze make it an applet though, I get so tired of cleaning up after webstart!

Excellent! Give your computer a pat on the back for me.

I hear you. But who knows? By the time the final version of the game’s ready, Sun may have got their act together and made Webstart nice to use!

Cheers,
Simon

Just when I thought I’d got it fixed. :frowning:

Some questions:

  • What’s the output in the Java Console window? Does it stop at some point, or happily keep reporting the frames-per-second?
  • Are you able to run other JOGL2 applications (such as the Gears demo)?
  • What operating system are you using?

Thanks,
Simon

[quote=“dishmoth,post:32,topic:34441”]
Well I suppose that’s a - Oooo look at that! A flying pig! You don’t see them every day!

[quote=“dishmoth,post:28,topic:34441”]
Bump!

…but why does such a good concept fail so quickly? That’s twice now - has it too much potential?

Oops, sorry, I wasn’t intending the ‘evening or two’ comment to be taken literally.

The game certainly isn’t abandoned, but have a feeling I’ll still be working on it a year from now. And too much OpenGL gives me a headache, so I’ll probably switch my attention back-and-forth between this and other projects. (I woke up this morning with a burning desire to make a quick-and-dirty 2D shooter. You know how it is.)

I don’t know if it’s ‘too much potential’ as such, but it’s easy to imagine a Space game drowning under all of the cool features that people imagine it would be simple to add. Hopefully not the case here…

When I’ve got a new version to show off, the JGO forums will be the first to know. (Probably my next milestone will be to tidy-up and post the source code for what I’ve got so far. Not that anyone’s interested, but it keeps me honest.)

Cheers,
Simon

Hey works great for me, and I think it’s really cool! The control scheme works great - I’ve always had trouble with 3D spaceship games (like Elite) because I can’t wrap my head around the 3 axis thing so easily, but using the mouse really works very well. And it’s very easy to approach and lock onto different planets and things. Great work so far!

Here there be source code.