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  Integrating Physics2d with OpenLayers for wiewing in web browser  (Read 2291 times)
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Offline pv2Developer

Junior Newbie





« Posted 2010-08-27 09:15:38 »

Hello, I integrate the physic engine for java Physic2d with javascript library Openlayers for view physic annimations on web browser. You can view at: http://pv2.homelinux.com making click in one menu option (WHAT, HOW, WHEN, WHERE). The annimation is calculated in real time at server and send back to browser. Then Openlayers paint the geometries. You can see the letters moving on the upper side of the page.

Regards:
pv2Admin
Offline gouessej
« Reply #1 - Posted 2010-08-27 10:37:58 »

Hi!

Criticizing Java in your website is not the best way of convincing us to get interested in your projects. You write:
Quote
the only delay is the time it takes the browser to download (only the first access) libraries for viewing maps
It is exactly the same with Java. If you wanted to reduce the download time of your Java version, you could have found some trick to reduce the size of each JARs by keeping only the useful things, compressing them, maybe by using pack2000, etc...

In my humble opinion, it is important to reduce the download time as much as possible but you cannot have everything with no cost, you cannot have a game that gets more and more complicated and a download time that does not increase.

Offline pv2Developer

Junior Newbie





« Reply #2 - Posted 2010-10-08 09:09:01 »

¿reduce the size of each JARs?, what are you talking about?. You don't need to download any jar file, I don't use applets in this proyect. The download time is for the javascript files, not for jar files.
¿Criticizing java?, please, read carefully and test the game. Play for some minutes and after this, make your comments.

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Offline cylab

JGO Ninja


Medals: 52



« Reply #3 - Posted 2010-10-08 11:57:41 »

The annimation is calculated in real time at server and send back to browser.

This doesn't scale too well, does it?

Mathias - I Know What [you] Did Last Summer!
Offline Eli Delventhal

JGO Kernel


Medals: 42
Projects: 11
Exp: 10 years


Game Engineer


« Reply #4 - Posted 2010-10-08 14:40:27 »

¿reduce the size of each JARs?, what are you talking about?. You don't need to download any jar file, I don't use applets in this proyect. The download time is for the javascript files, not for jar files.
¿Criticizing java?, please, read carefully and test the game. Play for some minutes and after this, make your comments.


Don't worry, not everyone here is overly protective of Java and other technologies. Criticize whatever you want and I'll help.

The idea is pretty cool, but it took me a long time to realize what I was looking for due to it taking a while to load. A better option would probably be just to make a moving gif, as most users won't notice this functionality anyway (and won't notice if the animation is the same every time). Or you could have like 10 canned animated gifs that you choose from randomly. If you put the script into a game or something that would be different.

See my work:
OTC Software
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