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[gameprogrammer] Re: A newbie Java Question - GUI/Animation etc...



Hi Tom,

Ahhh... OK.  So I could potentially use JPanel to create a double
buffer for drawing.  I guess that would be a lot quicker because I am
assuming it would switch pointer of the JPanel rather than, in my
example, copying the pixel data from one buffer to another.

I will certainly look at it for my next project but I don't believe I
will be pushing the boundries with my current task.  I am really only
doing it to get the hang of Java. (I'm normally a C++ Win32 kinda
guy!)

Can I ask...  What your thoughts on the suitability of Java for Game
Development?  I think I might just be having trouble shaking some
preconceptions I have through other (non-game related) experiences.

Regards

Richard

On 05/02/2008, Tom Clifford <tjclifford@yahoo.com> wrote:
> Hello Richard.
>
> I know that in the Killer Game Programming code the
> author used a double-buffering command:
>
>    setDoubleBuffered(true/false);
>
> which is from JPanel/JComponent, and this is also
> supposed to eliminate flicker, I believe.
>
> Anyway, a custom paint function would also work.
>
> I'm working on making some techniques work for a
> java game.  I wish you luck with your efforts.
>
> Tom.
>
>
> --- richard sabbarton <richard.sabbarton@gmail.com>
> wrote:
>
> > Hi Tom,
> >
> > I downloaded the Java3D API from Sun.  It looks good
> > but I think it
> > was a bit much for what I was looking for.  Anyway,
> > after a little
> > further digging I managed to work out how to do what
> > I was trying to
> > do.
> >
> > The key to getting rid of the flicker was not using
> > the paint()
> > function but instead, using my own.
> >
> > Firstly, I created a new Image and then obtained the
> > Graphics
> > interface for the image.  This gave me my offscreen
> > location to
> > assemble my GUI.  I then use this image and draw it
> > to the Graphics
> > interface of my Applet
> >
> > // Variables and members
> > Image offScreenImage;
> > Graphics offScreenGraphics;
> > Graphics onScreenGraphics;
> >
> > In the init function I run the following:
> >
> >     offScreenImage = createImage( width, height );
> >     offScreenGraphics =
> > offScreenImage.getGraphics();
> >     onScreenGraphics = this.getGraphics();
> >
> >
> > I then setup a timer to keep the screen up-to-date
> > every xxx
> > milliseconds which basically runs the following:
> >
> >     // Draw everything I need to my offscreen
> > Graphics Interface
> >     offScreenGraphics.drawImage( etc. etc. etc.  );
> >     offScreenGraphics.drawImage( etc. etc. etc.  );
> >     offScreenGraphics.drawImage( etc. etc. etc.  );
> >
> >     // Then draw the whole thing to screen with the
> > Image Interface
> >     onScreenGraphics.drawImage(offScreenImage, xxx ,
> > yyyy , this );
> >
> > Seems to work quite well for simple graphics and GUI
> > etc.  If I want
> > anything more complex then I will go down the Java3D
> > route but for now
> > this will do.
> >
> > Regards
> >
> > Richard
> >
> >
> >
> > On 04/02/2008, Tom Clifford <tjclifford@yahoo.com>
> > wrote:
> > > Java has it's own Java3D interface, found at:
> > >
> > > http://java.sun.com/products/java-media/3D/
> > >
> > > It allows you to do what is called active
> > rendering,
> > > which is similar to the c/c++ WinMain/WndProc
> > loops,
> > > that uses double-buffering,
> > > or you can create the objects you want and allow
> > > Java3D to do the looping for you, while doing
> > > animation with their Behavior objects.
> > >
> > > There are some good java examples with source
> > > code, at Killer Game Programming with Java, by
> > >  Andrew Davison
> > >  O'Reilly, May 2005
> > >  ISBN: 0-596-00730-2
> > >  http://www.oreilly.com/catalog/killergame/
> > >  Web Site for the book:
> > >  http://fivedots.coe.psu.ac.th/~ad/jg
> > >
> > > code downloads and instructions at:
> > >
> > > http://fivedots.coe.psu.ac.th/~ad/jg/code/
> > >
> > > Tom C.
> > >
> > >
> > > --- richard sabbarton
> > <richard.sabbarton@gmail.com>
> > > wrote:
> > >
> > > > Hi Guys,
> > > >
> > > > In C++ on windows I would use animation by
> > creating
> > > > a compatible
> > > > device context in memory with
> > CreateCompatibleDC().
> > > > I would write my
> > > > game and all of its elements to the MemoryDC and
> > > > then use something
> > > > like BitBlt() to push it to my main DC.
> > > >
> > > > I have recently started learning Java and I want
> > to
> > > > perform a similar
> > > > function.  I want to write all of the elements
> > to
> > > > memory and then
> > > > transfer it to the screen every x milliseconds.
> > > > This is to eliminate
> > > > flicker etc.
> > > >
> > > > I have been looking online through tutorials
> > etc.
> > > > and I can't seem to
> > > > find a description of how to do this.  Do I need
> > to
> > > > use java.awt or
> > > > should I use javax.swing.
> > > >
> > > > Any thoughts on how to do this or suggestions on
> > > > greating a game
> > > > display in Java?
> > > >
> > > > Initially this is for display in an Applet in a
> > web
> > > > page.
> > > >
> > > > Regards
> > > >
> > > > Richard
> > > >
> > > > ---------------------
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> > > >
> > > >
> > >
> > >
> > >
> > >
> >
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