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1  Java Game APIs & Engines / Java 2D / Re: Jump n Run with a Worms like World on: 2006-09-04 08:30:18
Use a cell approach, where each cell is about a quarter of a screenful. Assuming you can recreate each cell on demand, just use a simple bitmap (1's and 0's dictate active and inactive pixels) to store the the modifications. That's eight pixels per byte rather than 1/4th a pixel per byte. An entire 800x600 screen could be stored for about 60k. This could be futher improved by storing only the scanlines affected and using an RLE compression scheme. If you want to do pixel manipulation beyond that, like your sand mechanism, you're better off just saving each cell as a pixel map and caching them out to the harddrive when they aren't on screen.
2  Game Development / Networking & Multiplayer / Multithreaded or SelectNow? on: 2006-06-06 02:13:13
I'm writing a mud, and I've got it to a point where people can connect and walk around and all sorts of fun stuff. I'm having a little conceptual trouble with how to communicate between two threads. It actually works, but I don't understand enough about what I'm doing to know if it will always work, or if I'm doing something which may hurt me later. Working between multiple threads is new to me, and I'm wondering if it might just be easier to go single threaded.

Basically, what I'm doing is as each client finishes receiving a completed line of text, that text is put into a command queue for that client. Then the other thread goes through all the clients, checks if they have a command, and if they do processes it. I'm already aware that the client list may change in the middle, so I'm thinking I'll have to use a separate list to hold clients with commands pending. But the queue for each client is synchronized, so I don't think  moving the commands between threads is a problem. And while the client does change during the course of the program, the parts the world model uses and the parts the server uses are pretty separate, such that I don't think either one will step on the other's toes.

Basically, I'm asking if this approach will work, of if there is a better approach to this problem out there? I'm new to both multiple threads and to network programming, so I'm really in over my head and pretty unsure about everything.
3  Java Game APIs & Engines / Java 2D / Re: Your favorite 2D and sprite tools? on: 2003-01-12 04:07:36
In photoshop, to remove anti-aliasing in scaling images make sure you use "Nearest Neighbor" interpolation (you can set it in the General preferences or when doing certain functions like Image Size...).

Also, as zparticle mentioned, for the selection tools (marquees + lassos), make sure anti-aliasing is off in the Option mini-dialog (choose Show Options from the Window menu). This is all for Photoshop 5.0 - it may be slightly different in the newer versions.

As for the sprite rip from Ragnarok Online, chances are, they drew the line art on paper, scanned it in, cleaned it up, and colored it in something like Photoshop. The colors chosen give a painted feel to it, but on closer examination, you can certainly see that great care was taken at the pixel level.
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Java Gaming Resources
by philfrei
2017-12-05 19:38:37

Java Gaming Resources
by philfrei
2017-12-05 19:37:39

Java Gaming Resources
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2017-12-05 19:36:10

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2017-12-05 19:33:10

List of Learning Resources
by elect
2017-03-13 14:05:44

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2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
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