Hi Chris,
Impressive game written in Java3D. However I run into trouble with
hang after a while. A look at the stack trace suggest it is
doing Switch setWhichChild() in geometryArray updateData()
callback which is supposed to use only for updating Geometry Data
and nothing else.
This exploit bug 4686527
- Deadlock between MasterControl and user thread when using ByRef
updateData()
which may not fixed in next release.
Please have your program fix to limit updating geometry only
in geometry updateData() callback.
Another thing is I'm getting:
Starting Out Of Space 1.2a...
Initializing Graphics Subsystems.
Exception in thread "main" java.lang.NullPointerException
at
com.machiatto.outOfSpace.gameMain.GameMain.ChooseBestDisplayMode(GameMain.java:440)
at
com.machiatto.outOfSpace.gameMain.GameMain.InitializeGraphics(GameMain.java:470)
at
com.machiatto.outOfSpace.gameMain.GameMain.init(GameMain.java:781)
at
com.machiatto.outOfSpace.gameMain.GameMain.main(GameMain.java:831)
when running under Solaris and the data file is hardcode to use the
one under
c:/oss/meshes/
Anyway it is an interesting game with cool effect. Good work !
- Kelvin
-----------------
Java 3D Team
Sun Microsystems Inc.
Chris Forrester wrote:
> Hey all, been following this group for awhile since i started use j3d, and
> i've got my game projected completed just about.. (just have configuration
> interface to go). To get the game, go to the address:
>
> http://www.geocities.com/Psionic81
>
> *FULL SOURCE CODE TREE SUPPLIED*
>
> Note: Until the config interface app is completed, it will run in
> 1024x768x32bit windowed mode (unless you recompiled with the
> UserPreferences
> changed in GameMain)
>
> Requirements: My development machine is a mere 500mhz pIII with a
> geforce2mx
> card. This will do excellently, as the scene graph is very simple. Oh.. a 3
> button mouse with a scrollwheel is required for the moment too. again...
> config util will alleviate this.
>
> Java1.4
> J3D1.3
>
> Main Engine Features:
>
> -Scrolling playfield
> -Ability to cling to walls and leap off
> -Full screen capabilities (will be fully enabled when config app is done,
> for now a recompile is needed *DO NOT RUN DIRECTLY FROM FORTE*)
> -Collision detection system with recursing spherical collision trees
> -Relatively interesting ai play
> -Particle system
> -Keyframed animation playback
> -One player (will be multiplayer on next release, hopefully web enabled),
> with multiple ai's.
> -3 nicely balanced weapons
> -1 fast flying utility
> -lots of mayhem
> -Much more that i can't remember right now.
>
>
> Also of definite interest to some of you will be the importer code (seen in
> GameType.java and LoaderGTO.java) the loader (LoaderGTO) is set up to be
> able to return a myriad of data elements, and the file (Actor.class) shows
> how to incorporate these elements into your game in a keyframed fashion,
> with queues and stuff.
>
> And of course, there's my exporter for 3dsmax 3.1, (also on the game
> download page) that will work nicely to get you the keyframed data. Read
> the
> instructions carefully to get it working correctly (namely, GROUPS are
> individual shapes with as many geometries as the group has members, and
> names are important. GameType.java has definitions of what keyframe is
> which
> for my characters.)
>
> Also in that download are two 3dsmax scenes that contain all that you need
> to load these up and export them with my plugin. They are of a player model
> (with all the requisite animations) and a weapon with multiple parts in a
> single group.
>
>
> Any comments/suggestions would be nice, but there's a whole lot of stuff
> that i'm wanting in the game right now, but i've hit the dreaded burnout
> point... so please be patient if i don't reply right away.. i need some
> time
> in the sun ;)
>
>
> ------------------------
>
> Chris Forrester
>
> http://www.geocities.com/Psionic81
>
>
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