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  Simply cool  (Read 4727 times)
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Offline DzzD
« Posted 2008-11-05 23:10:49 »

while surfing I found this fantastic little physic game

http://dan-ball.jp/en/javagame/dust/

very cool

Offline bobjob

JGO Knight


Medals: 12
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David A M


« Reply #1 - Posted 2008-11-05 23:25:41 »

This is so much fun.
Offline DzzD
« Reply #2 - Posted 2008-11-05 23:49:56 »

note that this is also a game, once you have set the player and some fighter you move the player with keyboard arrows, this is really an amazing and fun applet

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Offline Eli Delventhal

JGO Kernel


Medals: 42
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Exp: 10 years


Game Engineer


« Reply #3 - Posted 2008-11-06 06:03:12 »

Really cool, I wish it was open source. How did he squeeze so much optimization out of Java2D, I wonder?

See my work:
OTC Software
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JGO Ninja


Medals: 49


falling into the abyss of reality


« Reply #4 - Posted 2008-11-06 12:18:33 »

Really cool, I wish it was open source. How did he squeeze so much optimization out of Java2D, I wonder?

Small window size & direct pixel rendering, bypassing the accelerated pipeline entirely.
It's all about memory bandwidth.

Fun physics demo!
Offline EgonOlsen
« Reply #5 - Posted 2008-11-06 14:58:52 »

I don't get it. What am i supposed to do?

Offline Scarzzurs
« Reply #6 - Posted 2008-11-06 15:15:23 »

I'd classify it as a toy rather than a game.
Very interessting never-the-less. Thanks for sharing :-)

Small window size & direct pixel rendering, bypassing the accelerated pipeline entirely.
It's all about memory bandwidth.
How is "bypassing the accelerated pipeline" going to improve performance?
I was under the impression that direct pixel rendering was incredible slow...
I may have misunderstud something though...

- Scarzzurs

My games and Projects:
BlastingPixels.com,
Old website
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JGO Ninja


Medals: 49


falling into the abyss of reality


« Reply #7 - Posted 2008-11-06 17:07:56 »

I'd classify it as a toy rather than a game.
Very interessting never-the-less. Thanks for sharing :-)
How is "bypassing the accelerated pipeline" going to improve performance?
I was under the impression that direct pixel rendering was incredible slow...
I may have misunderstud something though...

- Scarzzurs

Sorry, I didn't mean to imply doing this improves performance.
Going back to DemonPants original question:
Quote
.... How did he squeeze so much optimization out of Java2D, I wonder?

The Applet achieves what it does in spite of Java2D, not because of it.
The perceived performance is high because the speed limitations have been well understood & factored into the overall design.

You'd be surprised what you can achieve when your rendering is just manipulating values in a ~120000 element array. (400x300)
Offline Eli Delventhal

JGO Kernel


Medals: 42
Projects: 11
Exp: 10 years


Game Engineer


« Reply #8 - Posted 2008-11-06 22:25:16 »

How do you do that? All I know of is drawing to the raster in a BufferedImage, which obviously isn't what you're talking about.

See my work:
OTC Software
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JGO Ninja


Medals: 49


falling into the abyss of reality


« Reply #9 - Posted 2008-11-06 23:38:54 »

How do you do that? All I know of is drawing to the raster in a BufferedImage, which obviously isn't what you're talking about.

Essencially yes, the fastest way to do pixel rendering in 1.2+ is to write to the array exposed through the Rasters underlying DataBuffer.
Obviously by doing this you have to tailor your per-pixel rasterizing code to a particular pixel format, so be sure you pick one that won't require conversion when the Image's raster is blitted to the screen.
Games published by our own members! Check 'em out!
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Offline Hansdampf

Senior Devvie


Projects: 3


too offending?


« Reply #10 - Posted 2008-11-08 11:24:51 »

I wrote a benchmark that draws 100 000 fractal generated pixels (varying positions) at 60 fps (400 000 with q6600 using all cores).
There is a 800x600 image drawn pixel per pixel per frame.

You can easily loop through an 800x600 int[] array several times at 60 fps and alter all pixels.

lots of sillystupid games: http://www.emaggame.com
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