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  Simply cool  (Read 3805 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: 10
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David Aaron Muhar


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

This is so much fun.

My Projects
Games, Webcam chat, Video screencast, PDF tools.

Javagaming.org with chat room
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
Projects: 11
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
Offline Abuse

JGO Knight


Medals: 15


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!

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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
Offline Abuse

JGO Knight


Medals: 15


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)

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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
Offline Abuse

JGO Knight


Medals: 15


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.

Make Elite IV:Dangerous happen! Pledge your backing at KICKSTARTER here! https://dl.dropbox.com/u/54785909/EliteIVsmaller.png
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
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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