am i asking for too much accuracy or is it reasonable to expect a higher frame rate?
Do the frameworks / engines for java games all fix this problem?
Thanks for pointing me to GAGE Timer, but ideally i'd like to have a pure Java solution, if possible.
I notice Jake2 (the Quake2 port in java) says it's pure Java how could they manage to pull it off?
Is there a way of checking User IO on your own terms instead of AWT based? (Although Kill Game Programming in Java recommends AWT - as far as i've read)
If i'm asking riduculous questions just let me know... or just don't respond i guess...
actually i'm wondering if Jake2 takes the hit of a 15ms timer. It has a max 66 FPS, which is good, but those little blips in performance are annoying, so could that be fixed with better garbage collection handling? I guess i may try that route though my programd doesn't seem to be doing enough to require serious GC.
I'll read more KGPiJ
EDIT: am i taking the wrong angle on this? i suppose using native binaries becomes necessary for OGL so maybe i should just learn native binary linking and get on with it?
I noticed something in a Java3D tutorial or something or other that mentioned a 'wakeuponawtevent' method.. thought that might help..