Java-Gaming.org Hi !
Featured games (83)
games approved by the League of Dukes
Games in Showcase (539)
Games in Android Showcase (133)
games submitted by our members
Games in WIP (603)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1]
1  Java Game APIs & Engines / JOGL Development / Is the transition from Windows to Mac OS X Java OpenGL painful? on: 2007-09-26 09:49:53
Hi,

I am just a little curious about how ex-Windows developers have found programming in OpenGL on a Mac to be. Is it a steep learning curve, or a dream to use?

Would I need  to start from scratch, learning all of the iMac OS X idiosyncrasies since it's a Unix-based O/S? Are there any annoying limitation, or lack of software or support (such as IDEs, packages etc). I would assume there wouldn't be because Java is platform independent.

I was wondering because I just bought a core 2 duo machine, but I am a little curious as to how I would have fared had I purchased an iMac. I am considering buying an iMac in say 4 years time when I need to get a new machine.

Thanks,

/Mark
2  Game Development / Newbie & Debugging Questions / Multiple Threads, Multiple Cores on: 2007-09-24 06:58:59
Hi,

I have a core 2 duo, which I assume means that there are two CPUs inside my machine, each running at 1.8 GHz.. When my OpenGL Java program runs in a single thread (i.e. just a "normal" program--nothing fancy, everything comes from main()) does it just run on one core? Or does the Java Virtual Machine/Windows Vista cleverly farm out bits of code that are executed simultaneously on both processors in parallel and then magically stick the results back together so that resulting execution looks like it ran on a single processor? (In this case the fact that there are multiple cores is abstracted from the program)

OR...

Do I have to programatically spin off another thread outside of main() and explicitly tell that thread to go and run on another core? If this is the case, then is there some Java command/function that selects cores...or does the act of creating another thread give the JVM a chance to work farm it out to cores that it finds aren't so busy? (In this case the program needs to be written to take advantage of multiple cores)

Questions, questions...

Thanks people!

/Mark
3  Java Game APIs & Engines / JOGL Development / Tool available to collate metrics/performance statistics of OpenGL code? on: 2007-09-24 03:28:51
Is there a tool available for testing how efficient my OpenGL code is?

I thought of using a simple profiler like hprof but I'm unsure whether that will work because OpenGL's graphics is pipelined so it might not give me accurate readings.

Something that measures the Frames Per Second might be useful...plus any other statistics.

Thank you for your help. I appreciate it. Grin


/Mark
4  Java Game APIs & Engines / JOGL Development / Help with understanding where OpenGL lives on: 2007-09-20 08:22:36
Hi,

I've used OpenGL before, but I was wondering if someone can tell me exactly where OpenGL actually "lives".

Does it reside in software (like in some Vista code or driver code) or hardware (like in the gfx card) ? I've just bought a brand new PC with an ATI Radeon X1300 graphics card. Of course the card comes with drivers from ATI that presumably let Windows Vista communicate with the card.

When I give OpenGL a command (like to draw a square, say) I am having trouble working out exactly how the computer ends up drawing it on the screen.

I assume that the command travels from my code to JOGL, and then to the ATI graphics driver which then breaks this OpenGL "command" down into pieces that the graphics card can understand. Is this correct?

Does the "hardware acceleration" for OpenGL occur automatically (by feeding the calls directly to the graphics card) or do I have to do something special to "tell" the card to accelerate the command? How do I know that my CPUs are not responsible for the rendering and that I'm actually using the power of the gfx card?

On a related note, I noticed that I can run Google Earth using OpenGL if I want. When I do the rendering of the earth slows down incredibly (remember I have a new machine, a 1.8GHz core 2 duo). Why is the rendering so incredibly awful? Is it some Microsoft thing? It looks to me like the rendering is being done either very inefficiently or in software rather than being accelerated.

Thanks in advance.

Mark
5  Java Game APIs & Engines / Java 3D / Help with understanding where OpenGL lives on: 2007-09-20 08:21:49
Hi,

I've used OpenGL before, but I was wondering if someone can tell me exactly where OpenGL actually "lives".

Does it reside in software (like in some Vista code or driver code) or hardware (like in the gfx card) ? I've just bought a brand new PC with an ATI Radeon X1300 graphics card. Of course the card comes with drivers from ATI that presumably let Windows Vista communicate with the card.

When I give OpenGL a command (like to draw a square, say) I am having trouble working out exactly how the computer ends up drawing it on the screen.

I assume that the command travels from my code to JOGL, and then to the ATI graphics driver which then breaks this OpenGL "command" down into pieces that the graphics card can understand. Is this correct?

Does the "hardware acceleration" for OpenGL occur automatically (by feeding the calls directly to the graphics card) or do I have to do something special to "tell" the card to accelerate the command? How do I know that my CPUs are not responsible for the rendering and that I'm actually using the power of the gfx card?

On a related note, I noticed that I can run Google Earth using OpenGL if I want. When I do the rendering of the earth slows down incredibly (remember I have a new machine, a 1.8GHz core 2 duo). Why is the rendering so incredibly awful? Is it some Microsoft thing? It looks to me like the rendering is being done either very inefficiently or in software rather than being accelerated.

Thanks in advance.

Mark
6  Game Development / Newbie & Debugging Questions / Help with understanding where OpenGL lives on: 2007-09-20 08:20:39
Hi,

I've used OpenGL before, but I was wondering if someone can tell me exactly where OpenGL actually "lives".

Does it reside in software (like in some Vista code or driver code) or hardware (like in the gfx card) ? I've just bought a brand new PC with an ATI Radeon X1300 graphics card. Of course the card comes with drivers from ATI that presumably let Windows Vista communicate with the card.

When I give OpenGL a command (like to draw a square, say) I am having trouble working out exactly how the computer ends up drawing it on the screen.

I assume that the command travels from my code to JOGL, and then to the ATI graphics driver which then breaks this OpenGL "command" down into pieces that the graphics card can understand. Is this correct?

Does the "hardware acceleration" for OpenGL occur automatically (by feeding the calls directly to the graphics card) or do I have to do something special to "tell" the card to accelerate the command? How do I know that my CPUs are not responsible for the rendering and that I'm actually using the power of the gfx card?

On a related note, I noticed that I can run Google Earth using OpenGL if I want. When I do the rendering of the earth slows down incredibly (remember I have a new machine, a 1.8GHz core 2 duo). Why is the rendering so incredibly awful? Is it some Microsoft thing? It looks to me like the rendering is being done either very inefficiently or in software rather than being accelerated.

Thanks in advance.

Mark
Pages: [1]
 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

rwatson462 (37 views)
2014-12-15 09:26:44

Mr.CodeIt (31 views)
2014-12-14 19:50:38

BurntPizza (62 views)
2014-12-09 22:41:13

BurntPizza (99 views)
2014-12-08 04:46:31

JscottyBieshaar (60 views)
2014-12-05 12:39:02

SHC (74 views)
2014-12-03 16:27:13

CopyableCougar4 (77 views)
2014-11-29 21:32:03

toopeicgaming1999 (138 views)
2014-11-26 15:22:04

toopeicgaming1999 (127 views)
2014-11-26 15:20:36

toopeicgaming1999 (38 views)
2014-11-26 15:20:08
Resources for WIP games
by kpars
2014-12-18 10:26:14

Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!