The move to JOGL

Sure, actually its already online…

http://www.cokeandcode.com/jogl

Fraid you’ll have to do a bit of hacking to remove my “GameFrame” and just pass in GL instead.

My stuff is all bounds to my 2D graphics abstraction at the moment. Going to implement the Java2D version soon I think, just to do a comparison.

Kev

Kevin;
FYI, It locked my screen the first time I tried to launch via webstart(After it went into fullscreen) After that It didn’t give me the option to run in windowed mode.
It did start drawing the menus, but all i saw was red rectangles.

Thought you’d like to know. S3 SavagePro ddr card.

Been having reports like this all the time, just seems that JOGL/Java ain’t that happy on alot of platforms.

I’ll be adding the Java2D version tonight/tomorrow so hopefully you’ll be able to play in that :slight_smile:

Kev

Incidently, if you want to switch it back into windowed mode (normally you’d do this from within the game), but if you look in your home directory,

C:\Documents and Settings\username on newer windows systems.

You’ll find a directory called .astroprime. It has a client.props file which contains all the settings. Just set fullscreen option to false.

If you get a chance, I’d appreciate you seeing if it works in windowed mode.

Kev

Well, interesting, I’ve swapped back to using Java2D (well, really just implemented a new version of my abstraction). I’m fraid there won’t be a Java2D version any time too soon (probably wait for 1.5). Just doing the basics of my game on a relatively decent machine with a fully accelerated graphics card and 64 meg of memory I go down from an easily sustainable (fixed) 100 fps to around 54.

Although this wouldn’t be terrible, its only the very basics of my game. It also takes so long to draw the screen it has a minor effect on network comms. Although I still think Java 2D has its place, I can’t imagine using it for fast paced actions games ever again.

Kev ‘Possibly Converted’ Glass

PS. I really would appreciate someone pointing out what i’m doing wrong. I’ll even post my embarrsing code if you want…

I have changed the Texture-Classes a little bit. They don’t need the GameFrame Classes anymore. And I fixed a bug with images that have a width/height that’s not a fraction of 2. You can find them there:

http://www.informatik.uni-oldenburg.de/~troggan/bodo/Texture.java
http://www.informatik.uni-oldenburg.de/~troggan/bodo/TextureLoader.java

Thanks again for that, its made my considerably easier. About the red textures btw, just ensuring that I’m asking for the right mode seems to have fixed the problems I’ve seen… but then I can only test it by turning off acceleration of my laptop…

Kev

Could you be more specific on what you changed? Now we have the 2 things fixed :smiley:

I actually saw it in that code you set me…

GLCapabilities cap = new GLCapabilities();
cap.setRedBits(bpp/4);
cap.setGreenBits(bpp/4);
cap.setBlueBits(bpp/4);
cap.setAlphaBits(bpp/4);

then initialise the canvas with this capabilities.

I detect the bpp from the graphics device with getDisplayMode().getColorDepth().

Everything seems to be happy after this, will test again on monday on the work (low spec of doom) machine.

Incidently, my stuff goes down to around 20 fps with no graphics acceleration at all.

Kev

I tested that with an old Matrox Card, but I saw only Red Boxes ???..hope you have more luck with it.

Damn it, my problem is I don’t have anyway of testing the red box thing relyably.

Kev

[quote]Just in case anyone is interested, I’ve moved my stuff over into JOGL from Java2D. Its here,

http://www.cokeandcode.com/astroprime

I’ve actually put together an abstraction layer which can be implemented in Java2D or JOGL, so hopefully I can always swap back if needs be :wink:

Kev
[/quote]
I’m totally new to JOGL, buy I’m interested in alternatives to Java2D.

Are you using hardware rotations in your game?

If yes, how do you replace them if you have to turn back to Java2D?

Rotations with this library are sluggish. So I don’t think there’s a real way to turn back…

Maybe I’m wrong.

I use hardware rotations. I wrap up JOGL in a layer so that I can replace it with Java2D later. Rotatations in Java2D are pretty damn awful, true, but apparantly its being reimplemented ontop of OpenGL. When/If that happens I’ll switch back.

HTH

Kev

Kev can you explain the theory behind wrapping JOGL in a layer so as to be able to switch between Java2D and JOGL. What does that mean exactly and how does it work?

Well, I only really tell you the way I’m doing it, not sure if it could be improved or can even be considered right… but hey.

I have a central interface called a “GameFrame”. GameFrame displays a window to be drawn into. It also supports the creation of resources like Sprites and BitmapFonts. These also have interfaces “Sprite” and “BitmapFont”. GameFrame also has a callback interface for draw, allowing you to plug in a drawing object. So I have a bunch of interfaces describing all my graphics objects.

Now I implement two versions of GameFrame called JoglGameFrame and J2DGameFrame. When a start my game I instance one of these two classes but I maintain it as a references to the interface “GameFrame”. Then when I want to load a sprite I can call getSprite() on my game frame which will return me an object conforming to the Sprite interface. The sprite that is returned could be implemented in J2D or Jogl, my program doesn’t know. At this point it doesn’t matter.

Finally, in my draw() routine, I call sprite.draw(). Draw is implemented different by the J2D and Jogl versions. Logically, one draws it in J2D and one draws it in Jogl.

So, to swap between the two rendering methods, I have to change one like at the start of my code, a create an appropriate GameFrame.

If you want to see, I can post the code somewhere tonight, but its pretty simple stuff really.

Kev

PS. Damn this forum could do with a UML tool :slight_smile:

Right, I was going to try and document this stuff, but since I’m not going to have time, here’s my abstraction code. The Java2D section is massively under developed since I gave up early on. The Jogl version is what I’m currently using for my game…

http://www.newdawnsoftware.com/astroprime/test/mook-stuff.zip

Kev

[quote]Damn it, my problem is I don’t have anyway of testing the red box thing relyably.

Kev
[/quote]
I do though, I’ve got plenty of machines willing to spit out red boxes at me. I’ll test this out tonight and see what’s up.

If you want to test for the red box thing, it’d be best to try:

http://www.newdawnsoftware.com/astroprime/test/JoglModeTest.zip

But its failed generally on some systems…

Kev

I’m at work right now so I only played with it a bit, but did find one mode that caused the red box syndrome

Trying option :17
GLCapabilities [DoubleBuffered: false, Stereo: false, HardwareAccelerated: false
, DepthBits: 16, StencilBits: 8, Red: 8, Green: 8, Blue: 8, Alpha: 0, Red Accum:
0, Green Accum: 0, Blue Accum: 0, Alpha Accum: 0 ]

surprisingly a lot of modes seem to work just fine on this machine, a dell with an Intel 82815 onboard graphics chip with 4mb ram, running default drivers. My laptop will be the true test though.

Anything allocating something other than 8 bits per component (ie 5 or 3) just results in a blank white screen.

This seems to be the best mode I’m capable of…

Trying option :2
GLCapabilities [DoubleBuffered: true, Stereo: false, HardwareAccelerated: false,
DepthBits: 32, StencilBits: 8, Red: 8, Green: 8, Blue: 8, Alpha: 0, Red Accum:
16, Green Accum: 16, Blue Accum: 16, Alpha Accum: 0 ]

Yep, concurs with what I’ve found so far. The red textures seem to be occuring with the lack of a Accum settings.

Kev