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  the power of applet with jogl ?  (Read 571 times)
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Offline indexunknown

Junior Member





« Posted 2009-06-22 13:46:42 »

I wanted to ask that isn't a java applet with using jogl to do all graphics with video card currently like the most powerful solution for a browser game? And for example comparing Jake2 performance with original Quake2 and there's no performance difference means it is actually possible to make a applet game thats like 800*600 and has graphics and shader effects of like 2 year old AAA titles, for example unreal tournament 3 which also uses OpenGL, but like the only problem why no one will develop such a game is because of the cost of it? Or am i a bit wrong and underestimating the overhead caused by java virtual machine?
Offline Markus_Persson

JGO Wizard


Medals: 8
Projects: 19


Mojang Specifications


« Reply #1 - Posted 2009-06-22 14:17:17 »

My current project is an lwjgl based applet. I assume a JOGL based applet would experience similar results.
I get the same fps in applet mode as I do stand-alone, but there are some various start-up and shut-down problems caused by every single applet container behaving slightly different.

At least with LWJGL, the applet has to be signed. I think JOGL somehow gets around this, but I don't know the details. I sign my applet anyway since I want to do things like connect to other ips and write to local harddrive.

I've got over 16000 registered users right now, and only a small percentage experience problems. The most common problems are bugs in my code, followed closely by browser crashes. The crashes MIGHT be caused by my code, but it's hard to debug.

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