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Old August 11th, 2008, 10:20   #41
emuboss
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This looks like a very cool project.

btw just curious why did you choose to use JOGL instead of LWJGL?

LWJGL is a much faster binding and includes support for OpenAL and JInput (for joysticks). Plus all the other major java emulators use it, such as JEmu2, jEnesis and that new java dreamcast emulator, etc.
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Old August 11th, 2008, 13:01   #42
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Originally Posted by emuboss View Post
(...)
LWJGL is a much faster binding and includes support for OpenAL and JInput (for joysticks). Plus all the other major java emulators use it, such as JEmu2, jEnesis and that new java dreamcast emulator, etc.
Do you have real numbers for that affirmation? I mean the comparison between LWJGL and JOGL, I'm interested on proper profiling, not averages from differently implemented apps.

Also, using OpenAL bindings is painful due to the need by the user to install the runtime.

Oh, and kudos for the emulator to the author
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Old August 11th, 2008, 14:53   #43
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I don't think there are many benchmarks comparing the two bindings, however I do remember one from the jake 2 site (port of quake 2 to java) over at

Bytonic Software

One of the key differences with LWJGL is that it is a lot more free of AWT while JOGL is pretty much tied to it. AWT brings a lot of bloat and isn't really optimal for games. Another advantage of being free of AWT is that this allows for small and easy compilation using GCC, so you can basically compile your java application into pure native code (e.g. produce an exe file).

As for OpenAL, the user doesn't need to install anything, all dependancies are included since OpenAL-Soft is used, this will automatically use any backend hardware acceleration where available such as DirectSound, Alsa, OSS, etc otherwise it'll fall back to software mode.
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Old August 11th, 2008, 16:12   #44
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Originally Posted by emuboss View Post
This looks like a very cool project.

btw just curious why did you choose to use JOGL instead of LWJGL?

LWJGL is a much faster binding and includes support for OpenAL and JInput (for joysticks). Plus all the other major java emulators use it, such as JEmu2, jEnesis and that new java dreamcast emulator, etc.
No reason, I hadn't really looked into it yet - I don't have any GL code yet. I'll check out LWJGL.
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Old August 11th, 2008, 19:54   #45
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[quote]...new java dreamcast emulator, etc.[quote]

Was there one? Where? Link?
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Old August 11th, 2008, 22:05   #46
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[QUOTE=cyclonmaster;1419954][quote]...new java dreamcast emulator, etc.
Quote:

Was there one? Where? Link?
Not heard of it? In that case meet 'Esoteric' a java dreamcast emulator

Esoteric - my thesis project
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Old August 11th, 2008, 22:18   #47
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Quote:
Originally Posted by emuboss View Post
(...)
One of the key differences with LWJGL is that it is a lot more free of AWT while JOGL is pretty much tied to it. AWT brings a lot of bloat and isn't really optimal for games. Another advantage of being free of AWT is that this allows for small and easy compilation using GCC, so you can basically compile your java application into pure native code (e.g. produce an exe file).
Ok, thanks for the information, wasn't aware of that. Does LWJGL have a signed jars for applet integration?

EDIT: It seems it does, just checked the documentation. I guess I'll do some profiling in the future and see if using it gets some more fps on my apps.

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As for OpenAL, the user doesn't need to install anything, all dependancies are included since OpenAL-Soft is used, this will automatically use any backend hardware acceleration where available such as DirectSound, Alsa, OSS, etc otherwise it'll fall back to software mode.
Well, I used the Joal wrapper and using openAL needed the runtimes installed, else it won't even start the library.
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Old August 11th, 2008, 23:09   #48
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Well, I used the Joal wrapper and using openAL needed the runtimes installed, else it won't even start the library.
Yeh, JOAL is a different project, one that is rather buggy and isn't updated or used much, LWJGL's sound support however is a different beast, its been used in many commercial games, such as the Oddlabs Games or PuppyGames (winners of many indie game awards) and other games like Bang Howdy (makers of runescape) use it too. Its been throughly tested on many machines probably one of the reasons many pick it up over JOGL. Recently NCSoft (large AAA MMORPG maker) also started using LWJGL for a yet unannounced game.

As for LWJGL applets theres been plenty of exciting updates in the latest 2.0 (beta) release, including the native Display being embedded into the applet, allowing for great performance, previously it was limited by the AWT update thread (something which still effects JOGL). An example can be found here ( notice the blue fullscreen switch). Using lwjgl for applets allows for fast speed hardware accelerated applets (sound, gfx and joypad input), previously not possible with standard java applets.
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Old August 12th, 2008, 05:50   #49
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[QUOTE=emuboss;1420031][QUOTE=cyclonmaster;1419954]
Quote:
...new java dreamcast emulator, etc.

Not heard of it? In that case meet 'Esoteric' a java dreamcast emulator

Esoteric - my thesis project

Hello. I'm the developer of that project.I'm studying dynamic generation techniques based on a sh4 implementation in Java.
The source code at the google project is a bit outdated.

A screen can be found here .
Hope its ok to post at this thread.
Concerning the jogl vs lwjgl debate in terms of speed they are very much on pair but lwjgl is a bit more,like the name suggests, a low level gaming lib instead of opengl bindings.
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Old August 12th, 2008, 09:38   #50
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so there you have it, a whole new race of emulators in java

congrats to NecroRomancist for very promising project!
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Old August 12th, 2008, 17:25   #51
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@NecroRomancist
I highly recommend you the resources from JPSX ( see page2) and maybe you should ask graham for the source so you can take a look at his dynarec or how he called it :
2 Stage Compiler
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Old August 15th, 2008, 07:09   #52
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Not to seem bothersome, but is there anyway for me to get a chance to use this? I'd love to try it out.
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Old September 28th, 2008, 16:19   #53
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LinkSlayer64 did you yet get it?

@all others were still looking for devoted java developers to continue JPSX!, get in touch here!
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Old September 28th, 2008, 16:24   #54
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[QUOTE=NecroRomancist;1420289][QUOTE=emuboss;1420031]
Quote:
Originally Posted by cyclonmaster View Post


Hello. I'm the developer of that project.I'm studying dynamic generation techniques based on a sh4 implementation in Java.
The source code at the google project is a bit outdated.

A screen can be found here .
Hope its ok to post at this thread.
Concerning the jogl vs lwjgl debate in terms of speed they are very much on pair but lwjgl is a bit more,like the name suggests, a low level gaming lib instead of opengl bindings.

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Old September 28th, 2008, 16:51   #55
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if you need testers gimme a pm

i have a low end machine<<p4/intel graphics/256mb ram>>

btw a whole new breed of emulators seem to have taken up wat next jps2?? :P
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Old September 29th, 2008, 16:20   #56
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Okay so I'm a bit noobish here ^^ Buuuut, what's special about it when it's coded in java?
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Old September 29th, 2008, 17:53   #57
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JPSX for example uses a "Java-only" Software Renderer.
Since there exist people like those:http://forums.ngemu.com/epsxe-discus...s-combine.html

who mess arround with DX and such( i wonder if they get java running) But thats the fact the ONLY thing they have to do is get Java running then it works no other OPERATING SYSTEM related issues. Just Run it on Linux, mac, Windows or which Unix u got(invcluding VM) Hell even if Haiku is someday finished( it got its own OpenJDK port already!!) this would run there!

So basically everywhere you can run Java SE you could run this emu. I Have mac for example, and there isn't much about PSX Emus on the mac so JPSX is relly cool. Even if its only "partial" working

Maybe you could see this also as an effort to get away from Microsoft DX as an Emulator API ( while i of course understand why so many Emu coders use it) but as you can see there IS another way.

As the Java API's for Emucoding (lowlevel) evolve i really hope the developers see that to support multiple platforms AND to code in a good way Java is a nice thing!

So you got that answer?
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Old September 29th, 2008, 19:24   #58
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Okay so I'm a bit noobish here ^^ Buuuut, what's special about it when it's coded in java?
for me its just about the variety........more emulators=.diversification=less compatibility problems
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Old September 30th, 2008, 03:53   #59
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Originally Posted by NecroRomancist View Post
Hello. I'm the developer of that project.I'm studying dynamic generation techniques based on a sh4 implementation in Java.
The source code at the google project is a bit outdated.

A screen can be found here
Amazing, really amazing. Keep up!
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If games don't work in emulators, play it on the real Gamecube.
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Old September 30th, 2008, 11:43   #60
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Shin_Gouki:
Yeah I got it. So technically it's possible to run it in every OS with no compatibility issues (as long as it can run java?). That's why some guy asked about PS3 linux, interesting
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