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1  Java Game APIs & Engines / Java 2D / Re: Dx9 solved my problems. on: 2003-01-14 23:38:32
the sprites are from the VolatileDukeDemo, it's the duke.gif file...

they are 55 x 68 with 8 bit colour depth.
2  Java Game APIs & Engines / Java 2D / Dx9 solved my problems. on: 2003-01-13 04:27:14
Just thought you guys might want to know that installing Dx9 solved the problems I had with FullScreen/BufferStrategy/VolatileImages... I don't know why, but now my code works... and I'm happy!

Crude tests show it displaying 2500 sprites on to a 1024x768x32 screen and having them bounce around happily at a smooth frame rate (60+). I'm super happy! Thanks for the help everyone.

Now I just gotta get this transparency thing going on...
3  Java Game APIs & Engines / Java 2D / Re: What is blit? on: 2003-01-13 02:38:47
didn't you read the link?!? It's not BLock Image Transfer, it's

Bacon, Lettuce, and Interactive Tomato
4  Java Game APIs & Engines / Java 2D / Re: Page Flipping on: 2003-01-08 21:38:18
hmmm i don't really like the BufferStrategy examples on the sun site. So i've got another question, will BufferStrategy always use page flipping when possible?
5  Java Game APIs & Engines / Java 2D / Page Flipping on: 2003-01-07 21:15:36
This might not be the best spot to post this, but here is goes anyways. I'm wondering if there are any ways to achieve page-flipping without using BufferStrategy?  Or does anyone know any good BufferStrategy page-flipping examples? I haven't been able to find any, and the sunsite ones are a little bit lacking in the page-flipping department.

Any idea's?

I was thinking of possibly having two frames and flipping back and fourth between them. Might be slow though....
6  Java Game APIs & Engines / Java 2D / Re: Potiential bug with full screen mode on: 2003-01-07 06:42:02
i thought driver 4.1.0.9 was the latest from NVidea
7  Java Game APIs & Engines / Java 2D / Re: Potiential bug with full screen mode on: 2003-01-07 04:42:23
anyone else know any other ways of doing this? other than LWJGL ??
8  Java Game APIs & Engines / Java 2D / Re: Potiential bug with full screen mode on: 2003-01-06 19:27:19
since FullScreen/BufferStrategy/VolatileImage is broken, what other safe way is there to get fullscreen with a backbuffer, all in VRam...?
9  Java Game APIs & Engines / Java 2D / Re: Accurate Frame Rates on: 2003-01-03 01:04:25
heheh just is right....

i noted that my loops would run 4 or 5 times without System.getCurrentMillis() returning any different results; then all of a sudden it would change by like 15 or 16 millis..

in the end i just setup it so that it calculates the average framerate over the lifetime of the program.

this is goodenough for my purposes


I'm getting about 450 fps @ 1280x1024x32 with 1 sprite(duke.gif)

does that sound about right? It's running on a geforce4
10  Java Game APIs & Engines / Java 2D / Accurate Frame Rates on: 2003-01-02 05:56:18
I'm not sure if it's because it is late or because I am blind, but I can't seem to find any info on coding a moderatly accurate framerate counter. Could someone please give me a hand?

Thanks.

I just converted the VolatileDuke demo to Full Screen Exclusive and I'm curious as to how fast it's running.
11  Game Development / Shared Code / Re: Simple Full screen/Windowed Framework on: 2003-01-02 05:38:44
Yeah I beleive you are correct.
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