Submarine 3d game

Hi everybody!

i am working on a JOGL (openGL) supported 3d submarine game,
programmed in Java.

If you want to have a look at a pre-Alpha version, take the
following link:

http://www.rz.fh-ulm.de/~hasbarge/greet.htm

have a nice day!
raven

Every time someone double posts I pull off a butterflies wings. :’(

The butterflies are not responsible, it’s me!
So please don’t!!

It’s neighter a real 3d nor a fps, it’s a simulation!
so i posted in both…

have a nice day!
raven

Bleh

### UISubApplet start() called
java.lang.NoClassDefFoundError: net/java/games/jogl/GLCanvas
	at UISubApplet.start(Unknown Source)
	at sun.applet.AppletPanel.run(Unknown Source)
	at java.lang.Thread.run(Unknown Source)

That’s after putting Jogl.jar in my /bin and jogl.dll + jogl_cg.dll + jogl_awt.dll in my lib/ext. Any ideas?

Software version ran ok (10-20 fps on a 2 ghz processor) and looked pretty cool, but I couldn’t really figure out what to do.

The error message means that your Java Run Time Environment (JRE) doesn’t find the JOGL Libraries.
your installation procedure was nearly right, but i think you got the wrong paths.
as far as i know, it works as follows:

The archives download must contain the jar :
jogl.jar
and these libraries (Windows): or for Linux :
jogl.dll libjogl.so
jogl_cg.dll libjogl_cg.so

put the jar (jogl.jar) in the folder :
…PATH_BEFORE_JRE…\jre\lib\ext

and put the libraries (blabla.dll or blabla.so) in :
…PATH_BEFORE_JRE…\jre\bin

or (worked with my LINUX) put the libraries in
…PATH_BEFORE_JRE…\jre\lib\i386

by the way: the JOGL version looks around 10 times prettier and should be
much faster…

hope this helps.
raven.

Still can’t get it to work, same error.

Btw I actually had the files in the correct directories, I just mixed them up when I was saying where I installed them (one directory is full of dll’s and the other is full of jars so it’s not too hard to tell… plus I’ve done it before).

I also went ahead and installed all the files to every single JRE on my computer just in case (including the JRE within the JDK). No effect. My guess is you’re not using the latest version of JOGL, and it’s not compatible with it, in which case you should really specify what the necessary version is. Maybe you could try installing the latest version (backup your version) and see how it works. Or just host the necessary java files on your own server with a brief description on where to install them.

Hello again! Sorry to hear that…
Ok, first for the version: on my computer, i’m running release 1.1 from june 24, 2005.

For the errors: if your JRE says “java.lang.NoClassDefFoundError: net/java/games/jogl/GLCanvas”,
it means: hey, it’s me, the Java Runtime Environment, and i can’t find the class
net.java.games.jogl.GLCanvas"
THAT normally is, because exactly THIS class is not incorporated in the classes the JRE knows…

another possibility: perhaps you have more than one JRE running, and the “other” JRE doesn’t know
about the JOGL extensions? Software like eclipse, older OpenOffice of event the SDK install their
OWN JRE Versions which may lead to conflicts…

perhaps you try to run some JOGL sample demo from sun and look if THERE you have same
errors like that?

If i have another idea, i will write…

sorry for your inconveniences. i thought my version would run “off the box” with jogl installed…
and on my university it does…

greetings!
raven

for the files i installed:

https://jogl.dev.java.net/files/documents/27/16542/jogl.jar

and

https://jogl.dev.java.net/files/documents/27/16547/jogl-natives-win32.jar
for my windows computer,

https://jogl.dev.java.net/files/documents/27/16543/jogl-natives-linux.jar
for my linux computer.

damned. the game REALLY looks good in JOGL mode… But not only my
game, EVERY software written with the openGL extensions may look
very good if you put a little work in it!

raven

DAMN! you are TOTALLY right!!!

the jogl people have restructured the whole class tree - i HATE behavior like
that, it ALWAYS leads to problems like yours and mine!!!

net.BLABLA has changed to javax.media.BLABLA … sorry - didn’t expect from
sun to be so incompatible from one version to another…

why did i use the 2005 june 24, 1.1 build? it’s the newest non-beta version. and
i don’t trust beta’s “for real life”… and beside this game, i also do “real world
programming”…

sorry, if you use the 1.1 build, it shoud run. and I will change my version if
sun releases a new non-beta JOGL version.

sorry for the problems,
raven

Very much works now. Although I actually tried version 1.1 at random earlier and got it working but just forgot to post. :slight_smile:

Explosions are surprisingly explosive without any actual exploding. Need more to blow up though ¬_¬. Decent number of features you worked in there too, the gradual acceleration was probably a good idea (more submariney like), and I noticed the homing missiles (ran out, need more). But what exactly is the point of an engine turn-off feature? :stuck_out_tongue: besides punishing noobs who don’t know how to play.

Also I determined its physically impossible to destroy a turret with your current weapon supply (at least I think it is). I used about 40 missiles and 100 cannon fire and only got it to 95% health. Guess I wasn’t supposed to kill them?

Do the missions actually mean anything right now btw? At first I thought taking out the trash might be destroying the idle turrets but as I just implied that must not have been the case. I’d like to do one of the missions if you could explain how to.

One last thing: put in a FPS counter, so people can tell you what performance they get. You’d be surprised at what some of the highend machines get vs the lowend machines (sometimes entirely reverse of what you’d expect). Right now I have <30 fps in JOGL, beyond that I can’t really tell. That’s off a Geforce 6600 GT. I might try it on my Ti-4200 later and tell you how that goes.

Good luck with the project!

Thank your VERY much for so much response and information! Tonight i’ll fly to Spain for two weeks, but after i’ll continue
with my work…

for your remarks:

  • yes, the turrets CAN’T be destroyed - at the end, the game shall be some kind of “trading universe”, and the
    habitats (including turrets) shall be “save zones”, so nothing (including YOU) can be destroyed there,
    and fights are forbidden in these areas…
  • why motor off: perhaps you have noticed the bar with the ugly colors at the right border? it’s the info, how far your sub can be
    seen by enemies. and if you turn your motor of, you nearly disappear from enemy’s sonars. so e.g.
    later (end of this year??) you can put your sub with motor off at some place, turn motor on and surprise a
    poor victim…
  • FPS counter is a good idea. is already implemented (only for me to check the game), but i’ll put it
    in a decent way somewhere…
  • the missions were only for test purposes (i used the game in a programming seminar where the students
    implementes some test missions…). but naturally later the will be missions… (end of this year??)

next step will be a more or less decent enemy AI, then i’ll implement the first missions.
btw: it will be a trading and simulator game with some tactical features, no action game. because of this
the submarines may seem a little bit slow in speed and accelerating…

but now - two weeks vacation!

have a good time,
raven

Looks like you have put some effort into this – seems promising :slight_smile:

You should make the applet start right away and signal that it is loading or something. Bit boring and discouraging watching the gray applet screen.


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