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  Some Tuning Needed, on a game project..  (Read 1384 times)
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Offline NewOnJava

Junior Member




1970 born Java game hobbyer.


« Posted 2006-11-27 19:13:08 »

Hei!

im a hobby game programmer and currently making my old visualc++ cavegame game to my homepage as a Java WebStart project..

you can find my visualc++ game here at my address following, please check it to know how to help me, thanks..

www.5mingames.eurojari.net/CaveGame99.zip

my plan, and things i know how to are following..

my plan is to use a Java WebStart with BufferStrategy (2) and FullScreen 640x480x16..
my plan is to make a tilemap 480x480 to make a scroller..

my problems are following..

if i do a FullScreen BufferStrategy (2) 640x480x16 then how should i handle particles flying around on my game..
all i can do for particles with Java is to do a somekind of a BufferedImage with multiple setRGB (x,y,rgb) but this seems to be too slow for my game,please help..
i have 1.733Ghz machine is my computer too slow for a fullscreen Java particle game, i made my visualc++ version of my game with a 500Mhz Athlon and it rolled just fine..

JariTapio / Helsinki

---

sorry about my could be better English and thank you for helping..
Offline moogie

JGO Knight


Medals: 12
Projects: 6
Exp: 10 years


Java games rock!


« Reply #1 - Posted 2006-11-27 21:59:41 »

you can direct manipulate the image by obtaining the bufferedImage's colour map.

In this example pixels is an int array with dimension[width*height] with each entry representing an 24 bit colour

      image = new BufferedImage(width,height,BufferedImage.TYPE_INT_RGB);
      pixels = ((DataBufferInt)(image.getRaster().getDataBuffer())).getData();
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