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1  Discussions / Business and Project Management Discussions / Re: [Paid] I need graphic 2/3D and programmer for an MMO possibly in London on: 2011-04-14 19:43:19
I'm a programmer, just wanted to give my thoughts on reading this. Now I'm obviously biased so take these opinions with a grain of salt. Everybody has plenty of ideas for games (that's why we are here!). But it's the implementation of them that matters (programming and graphics). Unless you have proven yourself as a dedicated game designer with a track record you will have a hard time finding someone to work for free.

Spend your money on some programming books instead. Its not that hard to get started and you will have a ton of fun!
2  Discussions / Business and Project Management Discussions / Re: [Paid] I need graphic 2/3D and programmer for an MMO possibly in London on: 2011-04-13 00:42:23
How much are you willing to invest in the project? Diablo took tens of people several years to create (full time). And adding an MMO aspect to that is a huge undertaking.

Also, if you will be the game designer it is always good if you can provide some referemces to previous games that you have designed so that prospective team members can see your skills.
3  Discussions / General Discussions / Re: The Scoop on webstart. on: 2011-04-12 14:17:52
If you read files from disk you will have to use getResourceAsStream instead of File and similar classes. That took me some work to change.
4  Game Development / Performance Tuning / Re: Can I draw thousands of sprites with good performance? on: 2011-04-11 15:29:00
Thanks that does make sense.

Is there any good tutorial that explains the basics of fill rate, bandwidth etc?
5  Game Development / Performance Tuning / Can I draw thousands of sprites with good performance? on: 2011-04-11 12:31:53
Hi,

I am making a tile based game which typically will have 25x25 tiles visible at any given time. Now, on top of those tiles are player animations, buildings and a bunch of other stuff so it ends up at around 1000 tiles being drawn every frame.

I get roughly 60fps right now. Is this expected with 1000 tiles?

What is the best way of optimization? Drawing the tiles to larger images and then only redrawing those large images?

Edit: I´m using LWJGL and the sprites are 32x32 pixels each.
6  Discussions / General Discussions / Re: Minecraft and frameworks on: 2011-04-06 11:31:05
Thanks guys. LibGDX looks interesting.
After researching the libraries I believe I will start by playing around with LWJGL and Slick2D.
7  Discussions / General Discussions / Minecraft and frameworks on: 2011-04-06 07:44:50
Hi,

I am looking into reviving a four year old Java game project. Amazing to see that Java gaming is still going strong with Minecraft being made in Java! My idea is to make something being a mix of dwarf fortress and minecraft.

Some questions:

1) What are the main java based game engines that I should be researching? JMonkey? http://www.lwjgl.org/?

2) I want to make a tile based 2D game mixed with some 3D effects. Is there any specific engine you would recommend?

Thanks!

8  Java Game APIs & Engines / J2ME / Re: Building a WAP browser in J2me on: 2005-01-11 06:41:42
Just a quick update for cellectivity and anyone else that might be interested.  I researched the Form based approach (and actually managed to build a working browser for both WML and X/HTML within that framework) but as shmoove already pointed out it gives unpredictable results, is limited and adds alot of unnecessary constraints.

The GameCanvas approach is ofcourse more work (but not really alot more) but is extremely portable between devices (especially coupled with a build process such as that from j2mepolish.org).
9  Java Game APIs & Engines / J2ME / Building a WAP browser in J2me on: 2004-12-19 13:30:06
I'm pondering upon implementing a WAP browser in J2ME. I gave it a quick try using the HttpConnection and the kXML2 library for parsing XML and "so far so good" but I really need some input upon the feasability of this project.

1) Should I try using the standard "Form" displayable and adding StringItems et cetera as necessary? That would probably get me a long way but I am afraid I will run into unforseen problems which gives me option 2)

2) Implement it as a Canvas, do everything myself and therby get more or less full control of all the elements.

Anyone got any inputs on potential pitfalls on any of the above methods?

I have tried using WebViewer (http://www.reqwireless.com/webviewer.html) which is a really amazing piece of software. I'm hoping to end up with something like that.
10  Java Game APIs & Engines / J2ME / Re: Who has best SDK / developer support? on: 2004-10-02 16:15:58
SE has good development documentation. Alot of info is available on their site and with their newer phones i've had exactly zero problems. Their forums are useless though, so if (when) you run into problems you are usually on your own.

Personally, I begun developing for them because of the On-Device Debugging but I feel that it has been kind of over hyped and isn't nearly as useful as I first thought it would be.

11  Java Game APIs & Engines / Java 2D / Managed Images, precaching on: 2004-05-09 11:16:42
Im using managed images, but I am having some troubles with when they are loaded into video memory. Basically this is what I am doing now:

1. Use ImageIO to read a large PNG from disk (20x20 tiles, 242kb)
2. Split ut up into tiles/sprites using gc.createCompatibleImage(width,height, Transparency.BITMASK);
3. Draw the individual sprites to screen

The first time they are drawn onto the screen there will be a slight delay which i guess is because they are loaded from disk into video memory, but after this inital delay everything runs smoothly. What can I do to make all my images go straight onto video memory?
12  Discussions / General Discussions / Reading Objects from disk on: 2004-01-30 14:00:55
Hi!

I often find myself saving maps, scores, and other data to disk by using the ObjectInputStream/ObjectOutputStream classes. I find them quite convinient and very easy to implement.

But a common problem for me is that i change the signature of the classes that I write to disk.  I.e I will rewrite parts of class HighScores and thus make the copies kept at disk unreadble by the objectoutputstream even though the data still is mostly the same.

This is currently not a real problem but I can see a problem emerging with this in the future. How do you guys solve this problem?


13  Java Game APIs & Engines / Java 2D / Automatic images doesn't work in JPanel on: 2003-05-27 08:24:23
Hi all!

After reading up on Automatic Images I implemented them in my game (which gave a huge fps boost) and I am now trying to get them to work in my mapeditor which is Swing-based.

I am drawing them in a JPanel but after about 40-50 succesive calls to g.drawImage on my second call to repaint everything just stops running.

If anyone has any idea on what I am doing wrong I have included the code that draws and the part that loads the images. Any general information on anything else that i might be doing wrong is gladly appreciated!

Overriden paint-method in JPanel:
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    Image curimg;
    for (int i=0;i<noTiles;i++) {

      xOffset += 32;
      if ( (i % columns) == 0) {
        yOffset+=32;
        xOffset = 0;
      }
      curimg = th.getTile(tilesetName, i);
      g2.drawImage(curimg,xOffset,yOffset,this); // This is where it hangs
    }


Here is the code to load the images:
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    util.log("Processing tiles in " + filename);
      //Load main image and wait it to complete loading
      tkImg = Toolkit.getDefaultToolkit().createImage(filename);
      MediaTracker tracker = new MediaTracker(win);

      tracker.addImage(tkImg,0);
      try {
        tracker.waitForAll();
      }
      catch (InterruptedException ex) {
      }

//  --- Some code removed here ---

// Splits the main image into tiles
    int i=0;
    for (int y=0;y<tilesY;y++) {
      for (int x=0;x<tilesX;x++) {
      tileArray[i] = gc.createCompatibleImage(32,32, Transparency.BITMASK);
      Graphics2D big = (Graphics2D)tileArray[i].getGraphics();
      big.drawImage(tkImg, -32*x, -32*y, null);

      i++;
      }
    }
14  Game Development / Performance Tuning / Java speed & native executables on: 2003-05-16 10:32:16
Hi all!

I am developing using Borland JBuilder 7 and are trying out the "Native Executable"-option. For those of you who haven't used JBuilder, it creates a "bootstrap" (for lack of a better word) native executable for a couple of platforms (Window, Mac, Solaris etc) which just fires up the main program.

My program (which is a Swing app) runs very good when run "normally" and my main panel (with overriden paintComponent(g) ) update takes about 10-20ms. But when i complie it into a native executable the performance drops to 200-300ms per draw!!

I have read up on how the "Native Executable"-builder works and I can't find a reason why there should be such a huge performance drop. Does anyone have any experience on this or any thoughts on anything that i might have missed that might be causing it?
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Understanding relations between setOrigin, setScale and setPosition in libGdx
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Definite guide to supporting multiple device resolutions on Android (2014)
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