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  2D Games jogl or awt.Graphics?  (Read 4171 times)
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Offline snk_kid

Senior Newbie

Java games rock!

« Posted 2003-10-28 09:39:56 »

Hi i trying to make a gaunlet clone using jogl, i have done a lot of research i read alot about that its not worth using OpenGL for 2D as it could be slower than using awt.Graphics but then i read that people are making 2D java games with Jogl using textures for faster preformance. I dont know what the best route would be, i know some OpenGL so i'm no bothered about using it just what would be advan and disadvantages. thanks
Offline sma

Junior Devvie

« Reply #1 - Posted 2003-10-28 09:49:44 »

Somebody recently recommended J2DA[1] to me, which you can use to delay your decision.


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Offline kevglass

« JGO Spiffy Duke »

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« Reply #2 - Posted 2003-10-28 09:58:15 »

Not so much delay as (hopefully) make the decision irrelevant. J2DA should allow to swap between the two rendering techniques as you choose.


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Offline princec

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« Reply #3 - Posted 2003-10-29 07:12:48 »

So many layers, so much deferral of making a decision...
Just code directly to how you want to do it and save all the hassle. I recommend LWJGL Cheesy

Cas Smiley

Offline Jeff

JGO Coder

Got any cats?

« Reply #4 - Posted 2003-10-30 01:40:51 »

In the LONG run, this is all likely to come down to the same thing.

With 3D cards becomign de-riguer 2D libraries are becoming more and more wrappers over 3D primatives.  Some of this is starting to happen already in AWT and my guess is its a trend thats likely to continue.

Dunno if that helps any :/


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Offline snk_kid

Senior Newbie

Java games rock!

« Reply #5 - Posted 2003-11-01 06:45:42 »

Hi well i did some OpenGL coding using jogl and then tested it to run on the universities computers and it shows but not correctly, i think they do not have OpenGL 1.4. Anyways i am not totally what sure i'm gonna do what i origionally planned but i have found this:

still doing research
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