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27. October 2011



So after running through my earlier Getting Started with PlayN tutorial, I never actually tried running the HTML5 target and today I tried it.



First task, as a non Java developer was figuring out just how the hell to actually run it.  All of the Google examples seem to use ANT so I went that route.  Unfortunately I didn’t have Ant installed on my machine, which isn’t quite as simple as double clicking an installer EXE.



First head on over to Ant’s webpage and download the zip.



Extract the zip file to some folder, I put it in my C route so the path was C:\apache-ant-1.8.2\



Now you need to add a few environment variables. ( Right click Computer->Properties->Advanced System Settings->Environment Variables )



First you need to add the ant bin directory ( c:\apache-ant-1.8.2\bin  in my case ) to your already existing PATH variable.  Just add a semicolon to the end append your ant path.


Next you need to make sure JAVA_HOME is defined and points to your java SDK root folder.


Finally you need to add ANT_HOME, which points to your ant directory ( C:\apache-ant-1.8.2 ) with no trailing slash.



Now open a new command prompt ( not an existing one, as the settings wont take ) and type ant.  If you are configured correctly you will get an error like:





If you get that error, you are off to the races!  Anything else and you probably have a problem somewhere in your install.


Now in the command prompt go to the directory you created your game to.  In my case its c:\users\Mike\workspace\MyGame\.  Once there type ant run-html, and if you are anything like me, you are about to get an error message :

Unable to resolve artifact: Missing:



So why did this error occur?  Because Eclipse mucked up the Maven install earlier.  Fortunately now that you have ant installed, the fix is quite easy.  In a command prompt, change to the folder you installed Playn to, in my case it was C:\Playn\.  Once there type ant install.  After doing its thing, your maven repository should now be properly configured.  Now go back to your game install folder and type ant run-html again.  Now with everything properly configured, ant will start up a local web server and host your game.  When done, it should look something like this:






At this point, open up your web browser and go to http://localhost:8080/YourGameName



And voila, your game running in a browser:






Easy eh? Winking smile



Now, dropping to the command line every time you want to run your application is annoying, very annoying.  So how exactly do we run our HTML ( and other ) builds within Eclipse?


Open up Eclipse, select the Window menu –> Show View –> Ant


The Ant window will now be visible like this:




Click the +Ant icon ( far left ).  A window will pop up like this:



Select your game ( not the sub projects ) in my case “MyGame”, expand it and select Build.XML and then click OK.


Now your game will show up in the Ant view.  Expand it and you will be able to see your various Ant targets:




Right click run-html, select Run As->Ant Build.  Now just like before, open a web browser and navigate to http://localhost:8080/YourGameName/


Voila, your game run from inside Eclipse.


27. October 2011


Yeah, I really took my sweet time on this one, but things are better the longer you wait, no? Smile



In this chapter we get the ball rolling, literally.  Additionally we add collision detection and realistic rebounds.  On the C++ front, we introduce and discuss the various types of casts in C++.


For those of you that haven’t read it yet, the Pang C++ Tutorial table of contents is right here.


For those that have been following along, Pang Part 7 is here.  As always, full project source is included at the end.



And here Pang, the worlds most over-engineered pong clone in action!




19. October 2011



It took a while, but Blender 2.6 is finally here.  I have to admit I am a bit disappointed as I recall from a earlier roadmap that 2.6 was going to be the branch where the BMesh project ( ngons ) were going to be added to Blender, but sadly that didn’t happen.  Apparently the Blender 2.6.x series of releases are going to be all about merging in the various trunks.


Anyways, as to todays release, it adds a number of new features like 3D audio/video support, vertex weight groups, improved Collada support and a number of animation improvements.  Perhaps most important to non-English users, they added support for internationalization.


For game developers, the new vertex weight tools will probably be of the most interest.





I haven’t tested yet to see if it works with Unity, will do so shortly.


So go get it now!

14. October 2011



I am noticing from web logs a number of people are searching to discover if PlayN supports iOS as a target.  The short answer is no, the medium answer is maybe and the long answer is probably soon.



As it stands today PlayN targets Android, Java, HTML5 and Flash but no iOS.  That said HTML 5 and possibly Flash ( need research if the output from PlayN can be imported into Flash for export to iOS ) can be run on iOS 4 or higher devices.



Those looking for native iOS support though can take heart.  Take a look at issue 79 in the PlayN Issues list:


1. Implement a C (or Objective-C, if need be) backend for the GWT compiler
(I'm told @cromwellian has a very rough prototype of this).
2. Implement the ForPlay abstractions in terms of native iOS APIs.
3. Profit.


So, no, iOS native support is not available in PlayN, yet.  It is however on the radar, and the person whose radar it is on, is obviously a Slashdot fan!



We have to remember, PlayN is an extremely  young product, which will hopefully evolve quickly, so stay tuned!

Deep down inside I really wish Google kept the horrifically un-PC but much funnier ForPlay name! Understand why they didn't, but that doesn't make it any less of a shame.


13. October 2011


*EDIT: 11/06/2011 I wrote an installer that automates this entire process, I recommend checking it out.  Of course, the manual process below will still work.


Before you can use PlayN, you need to download and configure it, which is not a completely trivial task. 


First of all, you are going to need GIT.  Git is a version control system and if you are working on Windows there are a few ways to go about it.  First is to install Cygwin which is a Linux like environment for Windows.  The other ( and easier ) option is to download it here. ( I used this one ).  Run through the setup, the only option to be aware of is this one:

*EDIT: It was pointed out other Git options such as the EGit plugin for Eclipse exist.




This is the option I used and will assume you will use going forward.  Also I chose windows style line breaks on checkout. Now that Git is installed, its now a matter of downloading the most recent source code from Google.  I assume you have an internet connection, now open a command prompt and change to the directory you want to install PlayN in.  Git will automatically create a “playn” folder, so in my case I used c:\ as the install path.


Now type “git clone” and it should look like this:




And after running, it should create a directory called playn whose contents look just like this:





If you haven’t already got a Java JDK installed, go get one now.  I started this tutorial off using 7, but truth is Java 6 seems to work better.  So if you don’t already have it, go get it now.


Now you need some kind of an IDE.  In this example I am going to use Eclipse, as it seems to be the one that Google most supports.  If you don’t already have Eclipse installed, head on over to's download section and pick out a version.  In my case I went with Eclipse 3.7.1 Classic x64.  Simple open up the zip file and extract the eclipse folder wherever you want your install to run from.  Run Eclipse.exe and select where ever you want your project files to exist.


Now you need to add a couple plugins. 


First we need to install the M2E ( Maven ) plugin.  You need to do this inside Eclipse.  In Eclipse, select the Help menu, then Install New Software…


In the dialog that pops up pull down the “Works with” box and select “”.  In a few seconds it will populate a list of options, you want to expand Collaboration and select “m2e – Maven Integration for Eclipse” then click Next, like this:




Click Next again then agree to the terms and conditions and it will go out, download and configure the Maven integration.  After it is complete it will ask you to restart Eclipse, allow it to.


Now we need to add the two Google specific libraries, the Google Eclipse Plugin and the Android Eclipse Plugin.  Both are installed in a very similar manner, just using a different repository.  In Eclipse, select Help->Install New Software.  This time click the “Add…” button and in the “Add Repository” dialog, enter like this:




Now click OK and it will again populate the list of selections available.  We need to add another repository for the Android Plugin as well, this repository is located at like such:




Alright, now that those are both added, back in the Install New Software screen, in Works With select our newly created Android repository and select either Android Developer Tools or optionally just select Developer Tools to install everything, which is what I am going to do.  So your screen should look like this:




Finally click Next, Next again, agree to license terms, then Finish.  It will proceed installing the Android tools, you may receive the following warning:




Simply click OK.  Once completed it will ask you to Restart again, choose “Restart Now”.  Now all we need to do is configure the Google Plugin.  Follow the exact same process, Help->Install New Software… and this time in Work With select the Google repository.  I am not specifically sure exactly which plugins and SDKs are required by PlayN, so I simply clicked Select All… disk space is cheap these days right? Smile




Click Next, Next, accept the licensing terms and click Finish.  Now Eclipse is going to do it’s thing… taking a fair bit longer than before.  You may once again receive an “unsigned content” warning, simply click OK again.  And, I bet you saw this one coming… one last request to restart Eclipse.  The last time, I swear!


Now that all the tools are created, we need to configure our project.  This is where the m2e plugin we installed earlier comes in.  In Eclipse, in the File Menu select Import.  You should see a list like the following, if the Maven option isn’t there, your m2e install didn’t work properly and try again.  ( Or possibly you didn’t reboot Eclipse earlier? )




You want to select Maven->Existing Maven Projects.  Now for Root Directory you want to navigate to the place Git installed PlayN, in my case c:\playn.  Stupidly you can’t just type the path, you have to hit the Browse button or it won’t well… do whatever it does. Speaking of which, whatever exactly it is doing takes a few minutes.  Many moons later it should look like this:




Click Next, then Finish.  It will in a rage inspiring way that only Java seems capable of, it will appear to reinstall all of the things we just installed then make me a bit of a liar as it asks you to restart Eclipse one more time.  ARGH.  Alright, last time I double promise.


Now you have to run the Maven install for playn-archetype.  To do so, switch to the Java Perspective using the Window Menu->Open Perspective->Java Browsing.  On the left hand side should be your Package Explorer with a list of maven projects.  Right click playn-archetype and select Run As –> Maven Install, like this:





One the bright side, Eclipse is now fully configured and ready to go.  Now we just create our project!


In Eclipse, select File->New->Other...

Now scroll down and select Maven->Maven Project, like this:





Click Next, choose your location, I clicked Browse and navigated to my default workspace under my user profile and clicked Next again. In the next screen, check the “Include snapshot archetypes” box, under Filter type “play” then click “com.googlecode.playn”  like such:






Now click Next.


This next screen is again typical Java of making things look way more complex than they really are.  Now you need to provide a groupID and a artifactID, which are bizarro over engineered ways of saying your domain name and game name.  For group id put your domain name ( even a made up one is fine ) in reverse order, for example com.gamefromscratch is what I am using.  Then in ArtifactID put your games name, for example playndemo.  Finally in the properties section gameName will have automatically been created, in the value enter your game name again, like this:





Obviously you will want to use different values.  You will see that the packagename is auto-generated based on the values you chose.  Now click Finish.  Not there is a little glitch in Eclipse in that after filling in the value for gameName, you need to click somewhere else on the dialog window to get the Finish button to be enabled.



Now your Project is created.  If you look in Package Explorer you will now see it ( all 5 of them ).  Here is mine:






Now it’s a matter of getting things to actually run.  Since we are working on a desktop, lets start with the core ( Java Desktop ) application.  Right click on playndemo-core ( obviously your name will be different ) and choose Run As->Java Application.





After selecting Java Application a window will pop up asking you to Select your Java Application.  Scroll down till you find your project it will be named [yourprojname] like such:







Click it and press OK, and finally the fruit of all our labours!  Our game.







I have to say, that process has to be made MUUUUUUUUUUCCCCCCCHHHHHH simpler if they expect PlayN to catch on.  I mean compared to XNA’s equivalent of downloading and double clicking an EXE, this is simply brutal. Google has a Getting started guide but frankly it assumes a hell of a lot of knowledge of Eclipse, Maven, Git, etc… and still is wrong in some places ( like the Git address ).  Otherwise there is a horrid lack of documentation at this point.



Well that’s about it, hopefully this guide helped you and if I made a mistake, let me know!


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