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  Why swing so slow?  (Read 3092 times)
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Offline cloudffx

Junior Newbie





« Posted 2009-02-05 02:53:37 »

I using swing as my game gui with my own look and feel, then I paint swing components to screen directly in every cycle, as below

void gameLoop() {
    while(isRunning) {
         updateInput();
         updateLogic();
         renderGameMap();
         uiPanel.paint(bufferGraphics);
     }
}

And uiPanel.paint(bufferGraphics) drop my fps from 60 to 30? Is there anything wrong? thx
Offline CaptainJester

JGO Knight


Medals: 10
Projects: 2


Make it work; make it better.


« Reply #1 - Posted 2009-02-05 13:57:13 »

There is a lot of code in Swing.  It is slow in regular applications, so don't use it the way you do.  What you need to do is create your Swing GUI around your custom area so that you only update the custom area yourself every game loop.  You then let Swing update itself in the usual way.

Online princec
« League of Dukes »

JGO Kernel


Medals: 196
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Eh? Who? What? ... Me?


« Reply #2 - Posted 2009-02-05 17:01:59 »

Take a look at BufferStrategy.

Cas Smiley


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Offline cloudffx

Junior Newbie





« Reply #3 - Posted 2009-02-06 01:38:43 »

Thanks for answering!
CaptainJester, That's a good idea, but how can I  create Swing GUI around custom area and  then let Swing update itself in the usual way? If you can give me some example code? thx
Offline noblemaster

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Medals: 15
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« Reply #4 - Posted 2009-02-06 10:32:21 »

http://www.noblemaster.com/public/
Look at "2. Isometric Tile Engine with Heightmap (Java)". It's not quite up-to-date but should give you the idea...

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