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31  Java Game APIs & Engines / Java 2D / Bitmap Fonts under 1.5 and 1.1 on: 2004-08-04 08:49:05
I am using Bitmap Fonts in my Applet, is it bad to use a Image for every character Huh

how about the hueing, at the moment i use a RGBFilter to do the hueing, but for every paint, a new image is created and then flushed ( not nice ).

The Applet should be compatbile with java 1.1

I have my own image loader and i load my images from a special compressed format, so maybe its better to have only one image with all chars in it ?

load char after char and put it into one big image in the applet, hue the big image if color of text is different, so only 1 image is created flushed for each paint cycle Huh

what about performance Huh?

i noticed M$ VM 1.1 is buggy and does not flush images correctly, i am running out of memory in my applet and i am running also out of images.

32  Java Game APIs & Engines / Java 2D / Browser Reload Problem with static control on: 2004-07-09 10:36:35
Under Windows with IE Browser i have a strange problem ( using jdk 1.4.x ).

I use a static Edit Field ( it is a lightweight owner drawn component ) , this edit field enables AWT events thru

enableEvents(AWTEvent.KEY_EVENT_MASK);

the Panel where it is added also enables AWT events and has a KeyListener interface.


After hiting the Reload Button and clicking with mouse into my edit field, i get no key events, really really strange.

This strange problem is only seen when the applet is called from a frame in a frameset. When i use a plain html file without frames, i cant reproduce this problem.

Any suggestions Huh
33  Java Game APIs & Engines / Java 2D / Re: fps dependent of refreshRate? on: 2004-04-05 10:23:18
Quote
Thank you for the fast answer, Abuse.

8 bit / 60hz : 61 fps
16 bit / 60hz : 25 fps
24 bit / 60hz : 67 fps
32 bit / 60hz : 68 fps

8 bit / 75hz : 79 fps
16 bit / 75hz : 79 fps
24 bit / 75hz : 75fps
32 bit / 75hz : 78fps



In Fullscreenmode ( i think all these numbers are fps in fullscreen ) you are Limited to Refresh Rate means

FPS <= Refresh Rate

Anything above is quirks, in Windowed Mode you HAVE TO limit it by yourself ( Java has no bulit in support for Windowed Mode VSync )

If you can post your render code or tell us how it works ( if u cant do it because of copyright its ok ) otherwise try your java app on some other machines  / hw configurations.
34  Java Game APIs & Engines / Java 2D / Re: 1.5beta1 & Image.setAccelerationPriority on: 2004-03-31 07:13:47
Seems 1.5 could be my first choice for a game framework, which is capable of doing what i want.

BUT we should file a petition for a Game SDK, the Java Runtime Download Package is getting bigger and bigger.

For my RT Game i need only AWT ( no Swing ).

Abuse did u test the Fullscreen mode again ? I am starting a new try and create a new GameEngine.

Also alpha blending seems to be hardware accelerated  Cool

P.S.: Sorry for thread hijacking
35  Java Game APIs & Engines / Java 2D / Re: Toggling vsync on: 2004-03-09 18:50:00
Quote
Dear All,

In fullscreen mode, show() is tied to the vsync rate,
which can slow games down.

- Andrew


Are you serious ? Do you understand the meaning of your sentence ?

Your Monitor has a refresh rate ( for e.g. 60 Hz ), Hz means s ** -1, means every 1/60 second the beam of the CRT has finished drawing one screen.

In one second it will draw 60 screens, its your MONITOR which is slowing down your app.

"Do not ask what the app can do for you, ask what u can do for the app."

Its like lightspeed, u cant go faster than light ( but it would be funny to follow the beam of a flashlight )
36  Discussions / Jobs and Resumes / Re: Job opening - Austin, TX on: 2004-02-19 14:02:33
Hehe yes wrong side of earth, i am from europe and i am still employed. but it sounds interesting, i am working for now 4 and a half years with java and online games and chats. Problem is i am employed and i like my job here and its far far away from my loved home, but u never know what happens next and in my life a lot of good and bad things happened. Living and working in the states is the dream of almost 60& to 70% of all europeans. But with my luck its the norhern USA, i hate snow  Cool

simply click on my home and you will find more about me and my programs i write
37  Java Game APIs & Engines / Java 2D / Re: Java 1.5 full screen exclusive mode on: 2004-02-19 13:54:35
in my eyes linux is something for freaks, sorry, but this is my personal thought. 99.9% of our users are windows user, so why bother about the 0.1% rest. In the real world u have to run a company and earn money, no time for some lost souls.
38  Java Game APIs & Engines / Java 2D / Re: Light rays bouncing off shapes! on: 2004-02-19 13:51:38
i a given universe ( 3D ) you need the collision point or line between to objects ?

Welcome to the world of mathematics, i studied it at university ( Analysis III was my favorite 3D integrals wow it rocks and my brain was cooking.

i dunno how much skill u have in mathmatics, but it seems u need a good book or a good university.
39  Game Development / Performance Tuning / Re: So for the first time in a few years I tried A on: 2004-02-19 13:47:32
blit is another word for moving pixel ( bits ) from one location in the video mem to another location, it doesnt matter which language which tools or what the heck else u use.

blitting is nothing special, every serious game developer knows it.

to blit or not to blit, thats the question  Cool
40  Discussions / Miscellaneous Topics / Re: the anti-linux args (from AWT thread) on: 2004-02-18 12:45:02
i call such people "freaks".

Microsoft Developer Studio is all i need, can emacs also cook coffee or do you feel better when u use it and tell other people i use emacs ?

use what u want, be humble
41  Discussions / Miscellaneous Topics / Re: We Are Not Alone... on: 2004-02-18 09:28:43
sun added too many packages ( like Swing ) to the base ( minimum ) java runtime.

v1.1.8 is only 2MB big !, it would be the perfect size for a minimum base java package, additional modules like Swing can be downloaded and added later by the user.

Maybe in v1.7 sun adds JMF to the java base packages and we have a 20MB download.

There are 2 solutions for this problem

A.) Buy Microsoft and add java to XP ( and rule the world )  Grin

B.) Sign a petition and pray ( PnP == Program and Pray )
42  Discussions / General Discussions / Re: Java 1.5 Speed improvements? on: 2004-01-29 09:41:40
The Generics help you. If you fetch elements with elementAt() from a Vector, you should do a instanceof before casting it, with generics you do not need this piece of code, so its a small speed up.

Generics are not Templates !
43  Discussions / Jobs and Resumes / Re: develop online games for Electronic Arts on: 2004-01-28 08:50:50
wow ea goes java  Cool
44  Discussions / Miscellaneous Topics / Re: Unmaintainable code... on: 2004-01-27 07:14:48
my favorite part is:

Quote

Inline Assembler: Sprinkle your code with bits of inline assembler just for fun. Almost no one understands assembler anymore. Even a few lines of it can stop a maintenance programmer cold.


45  Discussions / Miscellaneous Topics / Re: Flying to Germany on: 2004-01-27 07:09:32
When u visit Germany, Frankfurt am Main is also a nice city, i live there.

go to www.frankfurt.de

where are you from ?
46  Java Game APIs & Engines / Java 2D / Re: Prevent crashes when ending fullscreenmode? on: 2004-01-05 13:10:48
setFullScreenWindow(null);

yes its a MUST, return from FULLSCREEN ( what i thought you were doing ) and call then System.exit(

47  Java Game APIs & Engines / Java 2D / Re: Prevent crashes when ending fullscreenmode? on: 2003-12-12 09:37:39
There is a quick and dirty workaround, DO NOT call dispose when u end your app , call System.exit
48  Java Game APIs & Engines / Java 2D / Re: High-res, pure Java timer? on: 2003-12-12 09:36:38
Its the same high res counter i used 20 years ago with assembly code, no problem for ppl who did this 20 years ago, they know how to deal with it.

if you are new to the gaming sector, it helps if u read some good books and get the basics.

its ok if a newbie ask a question but if you ask simply questions which can be answered easy by google or the search function, i sometimes think ppl are too lazy.

49  Java Game APIs & Engines / Java 2D / Re: Prevent crashes when ending fullscreenmode? on: 2003-12-09 09:45:25
Ah these are good news ! This would be great and a lot of ppl will use fullscreen mode in normal applets with standard sun jre ( no jogl or other extensions )
50  Game Development / Performance Tuning / Re: JRE Download Size on: 2003-12-02 08:11:42
What happens if the user uninstalls the jre ( or jre's ) which i found on his machine when he installed my game ?

He starts my application and the application fails to starts because the jre is missing.

It would be much much easier if the jre has a base set and new applications can install some other modules to the base jre?

So many question, so less time  Cool
51  Game Development / Performance Tuning / Re: JRE Download Size on: 2003-11-28 07:58:52
I asssume the user sitting in front of the pc is deaf like a apple or a banana, he does not know anything about java or jws.

IT MUST BE EASY LIKE DIALING A NUMBER ON A CELLPHONE RIGHT !

What i am missing is a base java distribution, where you can add some modules ( like Swing and so on ).

It would be a minimum ( awt ), you would be able to upgrade this minimum installation.

At the moment 15MB IS NOT ACCEPTABLE ! GIVEN THE WORST CASE, a USER entering MY WEBSITE WILL NOT HAVE JAVA INSTALLED AND WHEN HE SEES 15MB approx. download time 5 hrs blah blah, he will leave ! I lost a customer d'oh.
52  Java Game APIs & Engines / Java 2D / Re: new to java2d (newbie questions) on: 2003-11-27 08:19:10
Hm maybe you should post your question in the

Newless Clubies Board  Roll Eyes
53  Game Development / Performance Tuning / Re: An efficient discrete step timing loop. on: 2003-11-20 07:55:24
Quote


Question- while testing this game loop, I notice that my fps seem to be limited to the refresh rate of the screen mode I switch into.  Is this a Window's "feature"?


Hmmm its the sun is shining outside and its brightly, is this a real life feature ?

the fps is directly connected to your monitor refresh rate, a 60Hz refresh means f = 60[s**-1] so a T cycle is T = 1/f = 16.66667 ms

At the beginning of every T cycle your monitor will show a new picture from VRAM, if your FPS exceeds the monitor refresh rate, guess what happens, if u update VRAM in the middle of the T cycle you will not see any new picture on the monitor, simple isnt it !

Quote


Also- I understand what vertical synch is all about, but I don't yet see how to "do it" with pure Java.  (I do see how to do it via LWJGL- very nice btw).  I currently get big time flashing- which is what I'd expect if my buffer.show() isn't synched with monitor's vsynch and their respective rates aren't perfectly in synch.  But I'm a big time newb- maybe I'm missing something.



The VSync marks the beginning of a new T cycle, the buffer show() method waits until a new T cycle is started

Go to your local bookstore and buy some books about game physics, or go to a company where u can learn this profession, professional game developer, its not easy but after 5 or 6 years you can program your own game
54  Game Development / Performance Tuning / Re: JRE Download Size on: 2003-11-19 10:41:36
Thanks alot Jeff.

15MB for JRE is tooo big, we dont need Swing and other classes in the rt.jar.

Sun should reduce the size of the rt.jar and make a minum JRE ( for game developers ) with AWT and some base package support.

15MB download ---> is a pain in my <censored> when i use a analog 56k modem
55  Game Development / Performance Tuning / Re: JRE Download Size on: 2003-11-18 10:13:47
where can i get more information about this embedded license ?

i want to redistribute a jre 1.4.2 where i can decide what i need and make it as small as possible ?

any hints  Huh
56  Java Game APIs & Engines / Java 2D / Re: PNG bug? on: 2003-11-14 09:12:30
i use my own image format and the size of my images is much much smaller then png or gif or jpg or jpg2000.
57  Java Game APIs & Engines / Java 2D / Re: PNG bug? on: 2003-11-13 12:03:03
why do u use png ? i never used png or gif format, i use my own format and never had problems with it, its much smarter
58  Java Game APIs & Engines / Java 2D / Re: Your votes please on: 2003-11-13 12:01:42
full OGL support in java2d would be nice, your image quality bug will also be fixed and a lot of other things 2.
59  Java Game APIs & Engines / Java 2D / Re: Your votes please on: 2003-11-10 08:34:02
dont forget AffineTransformations are software rendered, i DO NOT Use em because if i would my framerate drops to 5 FPS.

Wait until java 1.5 has complete D3D or OGL support
60  Game Development / Performance Tuning / Re: Image loading.... on: 2003-11-07 08:53:05
i use my own image format gzip over my special image format.

I wrote my own converter in C++, but its easy for a professional to do this in 2 or 3 hours.

For my tilesets its the best solution, i can compress better than gif or png, because i know all special properties, which gif or png does not know.

for isometric tiles some pixels will be never used, but gif or png compresses them, believe me you will have less trouble if u use your own image format.
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