Well tell me if you succeed tom.
I once decided to try to program with the vstudio express system.
one of the reasons I didn't decide to do this was the fact that space for the 
programs was in access of 2gb, and with resourcekits, etc that was atleast 
another 4.
And the time to load, Oh my gosh.
And access to things once loaded.
The java runtimes don't take much I don't think anyway as I use them all the 
time for things.
I don't think the rks and other things are all that much.
I have the accessbridge loaded, so maybe instead of 6gb I probably will only 
use 500mb or less on the installs.
At 08:05 a.m. 10/03/2008, you wrote:
>Hi Dark,
>Well, part of the problem is most people are unaware of some of the 
>difficulties I am having in porting my games from C# .NET to Java. One 
>of the issues that has come up is finding an equal sound library like 
>DirectX Directsound. The library I am using rright now, 
>javax.sound.sampled, works ok, but there is a rather difficult problem 
>with getting the play status on any wav files. For the time being I have 
>found a hot fix by putting the active thread to sleep which is speaking, 
>but that requires the game to know how long the file is in milliseconds. 
>That is ok for me since I can simply open it in Goldwave and get that 
>information and punch it into the compiler. For a total outsider 
>expanding sound packs would likely break my hot fix unless I do one of 
>two things. Either I find a function to get the files length in MS, 
>which I believe javax.sound.sampled can do, or I implament a load of 
>line listeners to keep track of any and all playing wav files. Niether 
>solution is impossible, but not going to happen for a while since I am 
>still exploring and experimenting with different potential gaming 
>libraries and solutions for Java.
>I am certain I can give you 101 reasons why not to add a level editor, 
>but above all is I have never written a game in Java before. I don't 
>have the same experience with Java as I do with C# and Visual Basic 
>which I still encounter on a daily basis. What programming in Java I 
>have done in the passed has all been business oriented applications. As 
>I think has been said before, writing an application for a business is 
>not the same thing as writing a game. <Smile>
>
>
>Dark wrote:
>> Hi tom.
>>
>> well, it's obvious to me from the games and the frequency of the beta 
>> releases just how much time and effort you put into things, and of course 
>> you should both have a break and make certain your working on projects you 
>> yourself feel happy with, not just pandering to everyone else's wishes, and 
>> I do take the point about level editers being an especially tricky 
>> proposition because of the user in put involved (particularly when you 
>> factor in different people using different screen readers).
>>
>> For a trek game, I waas personally thinking again a parzing system similart 
>> to lw, but instead of typing in mission or other text for in game events, 
>> adding the name and location of appropriate sound files. But you are right 
>> in that this could be complicated to the none-techy.
>>
>> All this being said though, I stil think some sort of level editer for a 
>> complex game would do very well in the audio games community, ---- look 
>> what's already been done with rail racer's track editer, and that with only 
>> a few factors to play with.
>>
>> this is another reason I was so sad Agm didn't succeed.
>>
>> Of course, this isn't to say it should be you that creates the thing tom, 
>> only that I'd like it done by someone, and the platform of a mission based 
>> game in a complex universe could be a nice place to do it.
>>
>> Beware the Grue!
>>
>> Dark. 
>>
>>
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>
>
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