Hi !
Featured games (91)
games approved by the League of Dukes
Games in Showcase (757)
Games in Android Showcase (229)
games submitted by our members
Games in WIP (844)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1]
1  Game Development / Performance Tuning / Re: Speeding up line drawing on: 2004-08-31 12:24:17
Hm... someone mentioned that he got a nice speed increase by combining several lines in one Area and drawing that instead. Unfortunately I can't remember the details nor find the thread. However, I do remember that he (who?) said that there was a sweet spot with somewhat like 30-50 lines in one Area object.

You might just give that a try... it's rather easy to implement and you can easily find out the sweet spot by trial'n'error.

What do you mean by "combining several lines in one Area"? Do you mean drawing the lines to the Area and then drawing the area on the BufferedImage? I'm a Java2D there a method for drawing lines to an Area object?
2  Game Development / Performance Tuning / Speeding up line drawing on: 2004-08-30 18:43:44
I'm programming a parallel coordinates visualization tool (sure, it's not a game by most people's standards, but it is interactive and colorful), and I'm experiencing speed problems with large datasets (i.e., drawing many, many lines). Handling the data and doing calculations is not the bottleneck; the drawing is. An example of a parallel coordinates visualization in Java can be found here: if you have never heard of "parallel coordinates".

Of course, the poor performance is to be expected, because for each record in the dataset I am analyzing I need to check whether the user has highlighted the record, then for each record draw a line between each column on the visualization. Basically, with a dataset with about 2000 records, each with 7 dimensions,  I'll be drawing 6 * 2000 or 12,000 lines (if they are all selected). At times, the tool performs sluggishly, making it sometimes difficult for the user to be precise with selections. The tool has to be cross-platform, and I haven't tested OpenGL acceleration since I only have onboard video on my machine. I have already optimized for() loops, etc., so is there any faster way to draw lines in Java than using drawLine onto BufferedImage objects?
Pages: [1]
EgonOlsen (79 views)
2018-06-10 19:43:48

EgonOlsen (59 views)
2018-06-10 19:43:44

EgonOlsen (78 views)
2018-06-10 19:43:20

DesertCoockie (261 views)
2018-05-13 18:23:11

nelsongames (159 views)
2018-04-24 18:15:36

nelsongames (158 views)
2018-04-24 18:14:32

ivj94 (901 views)
2018-03-24 14:47:39

ivj94 (162 views)
2018-03-24 14:46:31

ivj94 (813 views)
2018-03-24 14:43:53

Solater (177 views)
2018-03-17 05:04:08
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
by philfrei
2017-12-05 19:36:10

Java Gaming Resources
by philfrei
2017-12-05 19:33:10

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

List of Learning Resources
by elect
2017-03-13 14:04:45

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

SF/X Libraries
by philfrei
2017-03-02 08:44:05 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!