TUER: Truly Unusual Experience of Revolution, FPS using JOGL

Hi

The JOGL renderer of Ardor3D based on JOGL 2 is ready:

Great work gouessej. Does the Ardor3D team know of your work?

Hi!

Yes, they do.

I’m going to add several screen captures and more explanations to allow people to give it a try easily.

Hi!

TUER does not work anymore, there is something wrong with the old JOGL 1.1.1a version I was using, Oracle’s JARs are not signed. I will have to deploy JOGL 1.1.1a by myself until I switch to JOGL 2.0.

I get this when I try to install it:

[quote]#### Java Web Start Error:

Found unsigned entry in resource: http://download.java.net/media/jogl/builds/archive/jsr-231-1.1.1/webstart/jogl.jar

[/quote]

I have fixed the problem on the pre-beta version, I’m going to do the same on other versions (alpha and abandoned pre-beta).

I don’t understand why the installation requires less time now. Maybe Pack2000 was not working fine on Oracle servers.

Hi!

As Sven implemented some features really useful and required to fully implement the JOGL NEWT Ardor3D canvas, I’m ready to do it. Mac OS X NEWT support is better now. When the fourth release candidate of JOGL 2.0 is out, I will probably be able to switch to JOGL 2 (+ NEWT) and JOAL 1.1.3.

I try to improve all ANT scripts (reduce code redundancy, increase the robustness) and the documentation to ease the use of the source code for educational purposes. However, BlueJ seems to be a very limited IDE, I don’t see how I could support it.

Finally, when I find much time, I will try to implement the missing steps of my latest optimization. Best regards.

Just out of interest, when was the last time you actually added anything to the gameplay of Tuer? Or do you consider the gameplay complete?

Hi

The alpha version has not changed since the middle of 2008. I added the possibility of taking 2 weapons at the same time, the teleporter and the first outdoor section to the “pre-beta” version at the end of 2010. I tried to add the ability of reloading weapons but something was not working, I had to revert the source code of this feature.

Unfortunately, I did some bad things in my personal life, it has affected me since May 2010, I have had less spare time for TUER. I really do my best to solve these problems. When I totally remove any trace of my “mistakes” from Google, I will feel better.

I really underestimated the time required to port TUER to Ardor3D and I’m forced to switch to NEWT & JOGL 2 as JOGL 1.1.1a is no more maintained, the AWT GLCanvas suffers of AWT bugs (full screen mode not working on KDE 4, etc
) and NEWT is now the only option to work around them. I have to switch to JOAL too to work around JavaSound limitations and bugs. Then, there are a lot of things to change “under the hood”, these are not visible changes, it does not improve the gameplay but if I don’t do anything about these aspects, a lot of GNU/Linux users will go on having a broken full screen mode, some GNU/Linux users will have problems with sound samples and I will not be ready for Windows 8 (JOGL 1.1.1a is no more maintained and it won’t get any backport of fixes for Windows 8 if any). The gameplay of the alpha version won’t evolve whereas the gameplay of the pre-beta version will evolve a lot (real levels, real 3D enemies with AI, etc
).

Thank you for your pertinent question and I’m sad to say that I cannot improve the gameplay now :frowning: The pre-beta version is still slower than the alpha version :frowning:

Have you considered changing strategy? It seems like the weight and legacy of your existing code base is really dragging you down. You don’t really have much actual gameplay functionality, and it seems like you could reimplement the current game from scratch in under a month if you started from a clean base and used existing libraries.

I just find it a bit depressing that the biggest thread in the gaming showcase is actually a game that manages to go steadily backwards. It would be nice to reverse that trend.

Actually, the pre-beta version does not share any source code with the alpha version except the Ant script used for the build and this pre-beta version already uses existing “libraries” (Ardor3D, JOAL, JOGL, Paul Lamb Sound Library) instead of only using pure Java without third party APIs (which was the case of Art Attack, the ancestor of TUER).

I have to admit that the pre-beta version has still less features than the alpha version but some features were badly implemented in the alpha version whereas I implemented them in a more robust way in the pre-beta version, for example the ability of collecting medikits and ammunitions. In the alpha version, it was really buggy, you could take the same medikit several times when coming close to it once ??? In the alpha version, there were some cases of crashes because of bad synchronization and concurrent access on some lists whereas I haven’t done the same mistakes in the pre-beta version. In the alpha version, you only have a single weapon (the rocket launcher) whereas there are about 10 different weapons in the pre-beta version. I don’t say that my game goes steadily backwards but I admit that the pre-beta version is not isofunctional in comparison with the alpha version.

French people know what I mean: when some nasty people leave me alone, I will “waste” less time in defending myself and I will then have much spare time to spend on my project. Some tasks really require a deep attention and some concentration, I cannot write anything if I feel worried by something else, it is particularily true when I write some “new” algorithms.

I hope I will reverse that trend before the end of 2011 when TUER works with JOGL 2.0, NEWT and JOAL 1.1.3 :slight_smile:

I have to replace the current enemy because I had lately realized that he is black and I don’t want to be considered racist, it would be better to put a white policeman.

Thank you for your attention. Some people here already helped me when a French guy became agressive in another section of this forum. Some other people (Riven, bienator, etc
) gave me nice tips some years ago. It’s nice to know that I can ask for help sometimes.

[quote=“gouessej,post:950,topic:29428”]
IMHO people tend not to listen to your carefully crafted defense and argumentation. I kinda don’t bother anymore. We all make mistakes, we all have to live with them and it’s nearly impossible to change the perception of what happened. Unless people are stalking you IRL, just ignore it all and move on.

LOL That IS him!! Look at him getting all the girls! :stuck_out_tongue:

Way to keep discussion professional guys. Personally, I would find it more comfy, if we could leave such things out.

Yeah, I mean, girls. They’re so completely unrelated to game programming that anyone would feel uncomfortable.

Whoa whoa whoa, girls are VERY important to game programming! Without them, what’s the point?

My fiancé asks me to talk to her about games programming at night to help her sleep.

Cas :slight_smile:

LOL! :wink:

Easy now. Just trolling Mads a bit


Hi

JoglNewtWindow works fine, it allows to work around the known bug of full screen support on Linux with the window manager KDE 4. I’m going to use JOGL 2.0 RC4 and JOAL 1.1.3 in the pre-beta version of TUER. As I said, the use of JOAL will improve the sound support especially under Linux when using OpenJDK.

Then, I will have to go on working on the implementation of a feature improving the performances. After that, I will have to start rewritting JFPSM and I would like to fix some limitations to repair some nice features (allowing to reload weapons and to shoot).

Hi

TUER works perfectly with JOGL 2.0 and AWT but there are a few problems when using JOGL 2.0 and NEWT:

  • no proper mouse scroll events (mouse pressed events instead)
  • GLWindow.warpPointer(int x, int y) does not work
    It’s nice to see the full screen mode working anew on KDE ;D

I don’t need to set the library path anymore, it will ease the installation of the project and it will allow me to remove all conditions and tricky things used to set it to a proper value depending on the OS and the architecture in the Ant script.

I will update the pre-beta version of TUER when the both bugs are fixed.

N.B: I don’t plan to port the alpha version to JOGL 2.0.