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1  Game Development / Performance Tuning / Re: Input lost... on: 2003-07-06 16:32:41
Thanks for the input folks!  I think I figured out what the problem was.  The Thread.yield() was not properly yielding to the AWT input.  By ensuring that there was at least 1ms sleep between each draw cycle I am getting my input again!

On a side note, I have determined that it is inherently unsafe to System.exit(-1) when in full screen mode, at least in 98.  While that may be obvious, it is definitely true.

Thanks again all.
2  Java Game APIs & Engines / Java 2D / Re: BufferedImage vs. VolatileImage on: 2003-07-06 15:54:39
Abuse,

Many thanks for that.  I've been reading through the forums and APIs and trying to sort out the truth from the "other stuff".  I really appreciate you putting together that fine list of links, as well as all the other info.  Hopefully armed with this new data I can eliminate most of the graphics headaches I've been having of late!

--Zaphod
3  Game Development / Performance Tuning / Input lost... on: 2003-07-06 07:09:50
I've got a very basic framework going for developing my first 2d game, but when I push the performance of it (which is badly in need of tuning, but never mind that at this point) I lose all input signals - keypresses, mouse clicks, etc.  I'm guessing it's burning through so much CPU that it's just locking out all input.  Is there a way to raise the priority of my events, or do I need to have my Thread yield or something?

I'm running on 98 right now and when this happens I can't even Alt-Tab / CTRL-ALT-DEL out of the app...  I am forced to shut it down the old way...

Thanks for any advice.
4  Java Game APIs & Engines / Java 2D / Re: BufferedImage vs. VolatileImage on: 2003-07-06 06:53:41
I had read through the entire API before I really even got started playing around with this business, but before I got too far with that I started reading the forums here, which is where I heard that BufferedImages were accelerated as well...

Since that API was put out a while ago, and 1.4.2 is now out and all, I thought maybe someone could give me the straight answer on the performance of BufferedImages vs. VolatileImages...  Perhaps I'll have to do the testing myself...

I appreciate all your input though!
5  Java Game APIs & Engines / Java 2D / BufferedImage vs. VolatileImage on: 2003-07-06 05:09:00
I was under the impression that VolatileImages are the only images that take advantage of VRAM (and hence have much superior speed).  However I've also heard that BufferedImages do this as well.  Can anyone confirm or refute this?

I'd like to be able to use ImageIO.read() to create my images.  Are all BufferedImages accelerated, or only those created using a call to the GraphicsConfiguration ie : graphicsConfiguration.createCompatibleImage( int, int, int)


Thanks!
6  Java Game APIs & Engines / Java 2D / Re: Aplha and Performance on: 2003-07-04 16:48:04
Just a quick question before I decide what direction to go with my graphics Objects...  Do the new flags allow a full Alpha Channel to be supported (as with PNG) and if so does JAVA handle PNG effectively on it's own or should I be using an outside package (like sixlegs).  Or are we just talking about speeding up calls like:

g2d.setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_OVER, .5f));

Thanks!
7  Java Game APIs & Engines / Java 2D / Re: Movement inside a 2D rendering loop on: 2003-07-04 16:36:58
I think the idea of deciding movement rate based on frame ticks is great.  I have just started doing some pre dev testing before I dive into my first game development effort, and this forum is helping out a bunch.  I do have a question though:  How exactly do you determine the frame ticks?  I was figuring I would have to do a timing loop (based on ms values) to determine when actions had completed and update a counter...

UMM... actually... in writing this out it's all become clear (I think).  The ticks happen when your render loop executes as JAVA can't draw to the screen faster than you're selected refresh rate, so if you build all of your logic into that single render loop (ok, by that I mean make the appropriate logic calls to other Objects to calculate behavior) then everything will gel...

Hehe.. I guess I know that my FPS counter is working then (as it gets to 85.0 and sits there at home - with an 85Mhz refresh and 75.0 and sits there at work - with a, you guessed it, 75Mhz refresh).  Also, if the render loop is taking too long I'm assuming that you will still experience slow-downs, so it makes sense to limit the refresh to a rate that's compatible with the system specs you are designing for (or offer options to change the rate).  Am I getting it?

Thanks!
8  Java Game APIs & Engines / Java 2D / Re: MediaTracker and fullscreen mode. on: 2003-07-04 16:18:54
Sorry John,

I've been playing a little with the fullscreen exclusive mode API and using the MediaTracker to load images as well with fine success (I am also on 98SE sadly, but the other system specs differ).  Another thing you could try is to use the javax.swing.ImageIcon(URL).getImage() method of constructing your image to see if you have the same results...  I've also had success doing that in FS.

Good luck!
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