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[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index] [gameprogrammer] Re: A newbie Java Question - GUI/Animation etc...
There are a few games done using the Java Monkey Engine http://www.jmonkeyengine.com/ http://www.renanse.com/blog/ Tom Clifford schrieb: Richard:Java is viewed generally as slow; but in my tests so far, frame rates of up to 100 fps are possible with simple scene graphs, but I have a 2GHz machine with an ATI x1050 vid card (not the most powerful). I think it will be considered more in the near future, especially for its cross-platform capabilities.I'm currently experimenting with a messaging system, and viewplatform entry/exit behaviors. Once I get something presentable for simple gaming concepts, I'll publish it for review.But currently, some are available: http://www.frontiernet.net/~imaging/games_with_java3d.html http://www.java.com/en/games/ http://www.java-gaming.com/ If I come across more, I'll let everyone know.Thanks....Tom--- richard sabbarton <richard.sabbarton@gmail.com> wrote: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 Iwill be pushing the boundries with my current task. I am really onlydoing 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 codetheauthor 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 looksgoodbut I think itwas a bit much for what I was looking for.Anyway,after a little further digging I managed to work out how to dowhatI was trying to do. The key to getting rid of the flicker was notusingthe paint() function but instead, using my own. Firstly, I created a new Image and then obtainedtheGraphics interface for the image. This gave me myoffscreenlocation to assemble my GUI. I then use this image and drawit --------------------- To unsubscribe go to http://gameprogrammer.com/mailinglist.html
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