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1  Java Game APIs & Engines / Java 2D / Re: UML for Games on: 2003-07-31 16:20:36
Ok, I know that. My propose is to make something like, put all togheter on the same Diagram.  Like WYSIWYG. Smiley

And not pumping diagrams for each stuff all over. I don't know if this is possible, is just a newbie's idea. Smiley

I dream with a diagram that I could see the game itself. Just waiting for been coded. Wouldn't be a great thing?
2  Java Game APIs & Engines / Java 2D / Re: UML for Games on: 2003-07-31 12:27:23
It would be a kind of Diagram that you could see everything. Visualize the events that users can dispatch, and what they would do with the game state.
How loops would take different ways, and all that stuff.

Maybe a UGML??? UGameML. Smiley

I don't know, maybe I drunk too much Coca-Cola having fun at Lan House. Smiley
3  Java Game APIs & Engines / Java 2D / UML for Games on: 2003-07-30 21:42:21
Sorry about posting this topic here. But I believe this is the most section people read at Gaming forum.

Is there any way to model a game using UML? If it is, can someone give us an example? I can't see the loopings, actions, events and interactions inside any kind of diagram. (The most closest I think I could use is the Sequence Diagram, but I still can't visualize a Game Diagram... )

sorry about the off-topic.
4  Game Development / Performance Tuning / Re: Multi-thread Applet, for timeleft measure? on: 2003-07-30 11:00:34
Ok, backing to the real problem. Smiley

So, any ideia on how to make timeleft measure, for example, to the next round? A single round take 6 min, and from one round to another, it can take for least, 1 min.  My question is: can I use a separated Thread, inside my applet, to do something like this:

Applet .. {
 ... new TimerThread(this);

TimerThread ... {
 run() {
    timeleft--; // 1 sec less
    Thread.sleep(1000); // sleep 1 sec.
     updateApplet(); // draw to the applet the new timeleft value

Like I said before: I read on somewhere else, that it's not a good idea to work with multi-threads in an Applet.
5  Game Development / Performance Tuning / Multi-thread Applet, for timeleft measure? on: 2003-07-29 22:22:53
Hi all.

I'm starting with game development right know, and i'm stuck with some doubts. I have my client loading an applet, and I make it Runnable. Fine, but I read somewhere that it should not have any other threads inside an applet, except the Thread that owns the Applet. Ok, now here comes my doubt:

Inside run(), I make animations. Great, but there is a special Object that computates the timeleft for the next round, but it inherits from Thread class.  Is there any best practice to get the same results? Show timeleft for next round, without stop animations and without loose time sync? (Showing the time making time - 1 sec, always).

Thankz fokes... Smiley
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