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Offline Jari Särö

Junior Member


Medals: 1



« Posted 2011-07-02 22:01:27 »

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Offline Riven
« League of Dukes »

JGO Overlord


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« Reply #1 - Posted 2011-07-02 22:49:25 »

Are you sure you want to push Java2D to it's limits?

Why not use an OpenGL binding and let the GPU handle it? It will laugh at these numbers...

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Offline kappa
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JGO Kernel


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« Reply #2 - Posted 2011-07-02 23:20:42 »

is there any well known ways to build a engine like this.
looks like you're thinking of using dirty rectangles. Its pretty much what the PulpCore library does. Its unlikely that you'll get much faster than what it provides when doing this sort of thing.

However I do agree with Riven though, if your looking for speed OpenGL is the way to go.
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Offline Jari Särö

Junior Member


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« Reply #3 - Posted 2011-07-02 23:38:18 »

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Offline Riven
« League of Dukes »

JGO Overlord


Medals: 438
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Hand over your head.


« Reply #4 - Posted 2011-07-02 23:51:25 »

I check JOGL tomorrow
If you want an extremely stable OpenGL binding with a community that fixes stability issues in hours or days, as opposed to years, pick LWJGL.

I'd advice you to switch to Slick2D, which gives you a Java2D like interface, backed with LWJGL.

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