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1  Games Center / Archived Projects / Re: Toxic Bunny HD on: 2012-11-17 06:08:21
Thanks for clearing that up.
2  Games Center / Archived Projects / Re: Toxic Bunny HD on: 2012-11-17 06:01:40
Does the showcase rule mentioned by masteryoom indicate that your game should be free to download and play?

I would have expected it to be more about the completeness of the game then the idea that it is free to download and play.

Am I mistaken?
3  Games Center / Archived Projects / Re: Toxic Bunny HD on: 2012-11-16 16:11:49
Thanks its kinda exciting and fairly terrifying all at the same time Smiley
4  Games Center / Archived Projects / Re: Toxic Bunny HD on: 2012-11-16 15:33:37
Toxic Bunny HD is now on steam

You will be able to see game play video there Wink

http://steamcommunity.com/sharedfiles/filedetails/?id=108520156

And of course if you happen to feel generous a quick thumbs up wont do any harm.
5  Games Center / Archived Projects / Re: Toxic Bunny HD on: 2012-08-21 06:56:03
Cant argue there.

Our struggles are more along the lines that we don't have access to sh adders and we cant control some head use that goes on under the hood. An opengl lib is certainly better for that.

On the flip side its been great showing off what Java can do. The only native lib is in jinput for now.
6  Games Center / Archived Projects / Re: Toxic Bunny HD on: 2012-08-20 10:40:38
Thanks for the interest. Nice to be able to share the results with some people that understand the limitations of the platform.

There is a developer Diary although we had a reboot so most of the early articles are lost. The current is a little less tech then this audience might prefer.

Essentially we run at 1080p 24fps (this is legacy from the original game). We not in the mood to rewrite the whole game balance and logic.

At 1080p we sitting on the following breakdown for performance.


The numbers are in milliseconds.

This is from the following screen shot



We started this project in Java 1.5 at that point we used Java3D to access the acceleration through the Java 2D pipeline. We found that if we connected Java3D to a full screen Java2D context all the Java2D features were in fact accelerated. From Java 1.6 on full acceleration was part of the JRE so we getting pretty good performance.

We have now dropped the 3D game context and work only with Java2D. There are a few tricks. Some of the Alpha composites are slow whilst others fast depending on graphics card. We had to reverse the lighting system since the one composite failed and went to slow mode. Also we use the Translation often for rotations and scaling but never simply scale the corners of an image. We found that often falls back on software.

I think if you test your Java2D right now you will find the performance exceeds your expectations. The thing we doing that's special is more around the streaming of the background layers as the game plays.

Regards
Travis
7  Games Center / Archived Projects / Re: Toxic Bunny HD on: 2012-08-19 18:06:27
Thanks. Yes screen is fairly busy lighting fully dynamic although the particles tend to be the most expense element.

We do test on a MAC at the office entry level MAC book about 1 1/2 old. Not sure about distribution on MAC we considering using Excelsior JET for the distribution to simplify the game distribution.

Essentially the MAC and PC only stutter on GC. We really spending a lot of time making sure we reuse and prevent object creations where we can.

One thing we have discovered in that JAva 2D create a rectangle for each image draw and then uses the rectangle intersect to determine if the image needs to be drawn. So hand culling before calling drawImage can save a lot of rectangles been build. We have about 2000 sprites at 24fps we were building more or less 48k rectangles on the heap per second. Surprisingly these didn't seam to get Eden gc'ed.

One trick for the GC has been to reduce the VM's available ram to force more regular GC's that don't then stall due to size. Most machines no longer see stalls but we been as thorough as we can to get the best possible experience on as many machines.
8  Games Center / Archived Projects / Re: Toxic Bunny HD on: 2012-08-19 12:18:06
Thanks us too.
9  Games Center / Archived Projects / Toxic Bunny HD on: 2012-08-19 10:10:05
1997 Dos platform game ported to HD in Java. The game is due for release here in South Africa in October. Blog about the development available on blog.toxicbunny.co.za

You can find out more about the game on www.toxicbunny.co.za



We have 11 level of parallax particles or lighting overlays. Full frame draw at under 8ms on entry level machine. Using Java2D not open gl libraries.

Completely hand draw levels no tiling anymore (original was tiled)



Under 300mb footprint when executing. Works with all the controllers and joysticks we can get our hands on.

Garbage collection was our worse enemy without a doubt. Partial lag beats full lag erratically.

To see more about our Indy Company take a look at www.celestial-games.com

Thanks

If you have any questions about the Java development challenges feel free to email me. travis@celestial-games.com


10  Game Development / Newbie & Debugging Questions / Re: Moving with time instead of cpu bound movement. on: 2007-11-15 06:47:18
For frame timing management there are a few approaches. You could look at a short tutorial on the javag.org site. http://javag.org/?q=node/1

Travis
11  Game Development / Performance Tuning / Re: Random graphics slowdowns on: 2007-11-05 10:59:01
A easy to make mistake with swing is to midify that component or even request its redraw from within a swing event. Such as actionPerformed. Make suere you are not requesting the repain from that event it will be delayed or even not happen :S

Rather use the runable interface and post the code that asks for the repaint cahnges the display to swing to be executed after all events.

I am not sure if this is what you are doing but make sure you not asking for a repain from within a swing event.
12  Game Development / Artificial Intelligence / Re: Scripting languages (again!) on: 2007-11-05 06:09:02
Everyone forgot Rino? LOL http://www.mozilla.org/rhino/ good thing about this option is that there are lots of skilled java script coders allready. Speed does seap fairly good.

We are using BSH though for 2 reasons. We dont run the BSH code often in the game so we can get away with slower. We create listner classes to various events to trigger things. As far as I know no other scripting language can do that.

Looking forward to the next version that promisses to pre compile the script to byte code.

--Travis

13  Games Center / Archived Projects / Re: Toxic Bunny java port on: 2007-11-04 21:56:56
Will be releasing the code from the PreAlpah tech test planned in the next 2 weeks. Did not want to release it b4 I had a bit more structure to the code.

-Travis
14  Games Center / Archived Projects / Re: Toxic Bunny java port on: 2007-11-04 16:14:09
Yes plenty of screen shots under the blog section. :S should link them to main page but truth is they change as we go.

None the less a direct link to the latest ones is http://www.toxicbunny.co.za/?q=node/11

Thanks for complement on graphics Moogie games 11 years old now. Think the artist will be very pleased to hear such things.

-Travis
15  Games Center / Archived Projects / Toxic Bunny java port on: 2007-11-04 06:54:16
For anyone interested an old C++ game been ported to java to be given away free when done. Source going GPL too Cheesy

www.toxicbunny.co.za

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