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   
Pages: [1]
  ignore  |  Print  
  Deffered library loader for Applets?  (Read 2266 times)
0 Members and 1 Guest are viewing this topic.
Offline appel

JGO Wizard

Medals: 80
Projects: 4

I always win!

« Posted 2007-12-13 22:59:13 »

I've been thinking about Applets a lot lately, since I'm going to make some Applet games in the near future.
My main worry is the user experience, like waiting for the Applet to start. This is of course much better in Flash, as you all know.

It is good to have a deffered loader for the game assets, such as images, sound etc., but I've been wondering if this is also possible for JAR library files my game might use?

Any ideas?
Offline thijs

Junior Devvie

Lava games rock!

« Reply #1 - Posted 2007-12-14 08:44:17 »

Bruno and I have been working on exactly that lately:

About the deferred jar (code) loading, yes its possible with some JS magic. Basically you have one main loading applet that does liveconnect calls to a JS script, which loads other dummy applets with the specified jar as the archive param in the background (invisible to the user). This will also make the jars get cached by the plugin... by using serversided scripts you could even display progress in your loading applet (by making the jarfile actually a script that feeds the actual jar, or its progress when you specify a GET parameter).

All in all its kind of a hassle... But maybe its worth the trouble when your code jars are >500K. This  technique is already(?) / will be supported out of the box by the js script bruno posted.

The alternative is signing your applet and make a custom classloader that does this.

<a href="">3DzzD!</a>
<a href="">Arcazoid!</a>
Offline brackeen

Junior Devvie

« Reply #2 - Posted 2007-12-14 09:02:01 »

PulpCore does something like this - it has a JS loader that shows an animated gif splash while the VM starts up and the jar loads.

Once the jar loads, it can show your own LoadingScene (with animations and such) while the asset zip is downloaded. In practice, though, people are just using the default LoadingScene, which is a progress bar.

Java 6 is smart enough to cache the asset zip - which is good for repeat players.

Either way, for deployment, use ProGuard or something similar to shrink down your classes!
Pages: [1]
  ignore  |  Print  

EgonOlsen (74 views)
2018-06-10 19:43:48

EgonOlsen (55 views)
2018-06-10 19:43:44

EgonOlsen (74 views)
2018-06-10 19:43:20

DesertCoockie (254 views)
2018-05-13 18:23:11

nelsongames (154 views)
2018-04-24 18:15:36

nelsongames (154 views)
2018-04-24 18:14:32

ivj94 (895 views)
2018-03-24 14:47:39

ivj94 (156 views)
2018-03-24 14:46:31

ivj94 (808 views)
2018-03-24 14:43:53

Solater (172 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!