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Java is both a popular object-oriented programming language and runtime environment which allows Java programs to run unchanged on most hardware and software platforms.

2
votes
JSP Pages that automatically refresh/poll via JavaScript ("AJAX"). An applet is overkill and would be tough to get to interact with GAE as your "server". Now if you had a dedicated server for socket c …
answered Sep 21 '10 by Ricket
15
votes
) but it wouldn't be a good choice for 2D. However, a game loop isn't a hard thing to write, and existing Java libraries handle your 2nd and 3rd requirements, so I highly suggest looking into a scene … you plan to deploy your game as an applet. For going the built-in Graphics2D route, look at the source code to Metagun (click to play in applet form). It's a small but very well-written 2D Java
answered Sep 2 '10 by Ricket
4
votes
You can actually find a number of the chapters for free at the book's website. Java 3D was a neat API, but has since been "put on hold" in January 2008. It's not looking good, 3 years later and with … no apparent progress towards starting up again. I would probably recommend looking into JMonkeyEngine or LWJGL instead (the former being closer to Java 3D, with a scene graph, while LWJGL is OpenGL …
answered May 2 '11 by Ricket
1
vote
Essentially, all the files at JogAmp can be found at http://jogamp.org/deployment/. The latest build can be found at http://jogamp.org/deployment/jogamp-next/. I can't attest to its stability, so I d …
answered Oct 1 '10 by Ricket
1
vote
You might try something like this, though as the author said he didn't stream so it stuttered. You'd want to preload a certain amount of the sound before feeding it to the Line.
answered Aug 27 '10 by Ricket
9
votes
They are obviously not unsuited for it, as demonstrated by RuneScape and Minecraft and other smaller Java applet games. There are also libraries for hardware-accelerated 3D graphics (LWJGL, JOGL … ). It's just not a popular language in the game development community. You do have to consider your supported platforms though. Windows and Linux have great Java plugins, Mac has a decent one (only works …
answered Mar 14 '11 by Ricket
23
votes
images on screen and moving them around is far simpler than dealing with vertices, materials, view matrices, transforms, etc. etc. I think you get the point. Stick with the built-in Java libraries and … classes: Graphics2D, ImageIO, AWT mouse and keyboard listeners, Canvas, Java Sound API, and so on. The benefits of sticking with these instead of finding some other library include: you already know …
answered Mar 29 '11 by Ricket
9
votes
Of course! Java has a built in Java 2D library which requires no OpenGL or DirectX knowledge, and I highly recommend starting with it! In fact, it has pretty okay performance. The essential starting …
answered Aug 18 '10 by Ricket
1
vote
In your constructor, try this.setSize(500,500);, and you might also need this.setVisible(true);. If that still doesn't work, instead of giving the frame a null layout, try giving it a border layout an …
answered Jul 10 '11 by Ricket
17
votes
You need to change the texture magnification type, like so: glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); Read about glTexParameter.
answered Oct 27 '11 by Ricket
1
vote
Using sockets for real-time communication, the idea would be something like the following: The server is listening; players A and B have connected to it. Player A drags an element onscreen; a draggi …
answered Oct 11 '12 by Ricket
6
votes
Interesting question; having taken Physics classes, I take this sort of thing for granted, when really it is an intriguing idea. The key point is that X and Y movements are distinct from each other. …
answered Nov 18 '10 by Ricket
3
votes
JMonkeyEngine is really the most recommended 3D engine for Java. Xith3D is sometimes recommended as an alternative, as it is also a scenegraph style graphics engine. You could go with LWJGL or JOGL … again, it's a game library, not a graphics engine. OGRE is a scenegraph graphics engine like JMonkeyEngine; LWJGL is to Java what SDL is to C++. It provides functions for OpenGL, audio and input, and you are expected to run with that. I personally like that kind of power. …
answered Jul 21 '10 by Ricket
1
vote
That error simply means that the JVM couldn't find the com.jogamp.common.jvm.JVMUtil class. You are most likely missing a JAR in your build path configuration. As for LWJGL vs JOGL, that's up to you …
answered Nov 15 '11 by Ricket