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Offline Jari Särö

Junior Member


Medals: 1



« Posted 2011-09-29 09:16:13 »

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Offline theagentd
« Reply #1 - Posted 2011-09-29 10:47:32 »

The only real problem I've encountered with Java2D is performance. If you are going to scale or rotate those images, then you'll definitely need LWJGL (or JOGL, but I prefer LWJGL).

Myomyomyo.
Offline Jari Särö

Junior Member


Medals: 1



« Reply #2 - Posted 2011-09-30 16:35:57 »

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Offline Cero
« Reply #3 - Posted 2011-09-30 20:32:03 »

I have my Graphics2D applet with OpenGL support on Linux and with Direct3D with Windows,

You are talking about the Java2D pipelines... still Java2D
unfortunately they aren't... "good"

Offline pitbuller
« Reply #4 - Posted 2011-09-30 20:55:14 »

My Applet,

I have my Graphics2D applet with OpenGL support on Linux and with Direct3D with Windows,

I have noticed that with some applet runs, i dont know what to say, i have currently my framerate 13, and i have 60 ms delay on every frame, that is 13 fps * 60 ms = 780 ms, still, with some applet runs, my applet is running at 13 fps, but there is only 645 ms sleep delay or something like that, i dont know how this is possible, i count my applet sleeps with nanotimer(), is there issues on sleep, i am using ubuntu so there is allways very accurate timer on use.

---

Your applet is using only 22% of your computer full capacity and you are worried about melting. Relax, remove all the odd sleeps  and finish the game.
Offline loom_weaver

JGO Coder


Medals: 17



« Reply #5 - Posted 2011-10-01 02:48:51 »

I started out using Java 2D for my game.

I found that I could paint 14000 tiny to small images (think 1x1 to 64x64) in about 200 ms or so.  The performance was initially good enough but I noticed it started to chug with a larger canvas (anything larger than 600x600).

I switched to LWJGL.  I can now paint 400000 quads of the same size with anti-aliased alpha-channel texture maps in a window of any size in 10 ms!  This was accomplished using a single large texture map sub-divided into a grid of smaller textures, vertex arrays, and 32 bits for each color.
Offline theagentd
« Reply #6 - Posted 2011-10-01 07:49:35 »

I started out using Java 2D for my game.

I found that I could paint 14000 tiny to small images (think 1x1 to 64x64) in about 200 ms or so.  The performance was initially good enough but I noticed it started to chug with a larger canvas (anything larger than 600x600).

I switched to LWJGL.  I can now paint 400000 quads of the same size with anti-aliased alpha-channel texture maps in a window of any size in 10 ms!  This was accomplished using a single large texture map sub-divided into a grid of smaller textures, vertex arrays, and 32 bits for each color.
14000 images (=28000 triangles) of that size is nothing for OpenGL. Consider that you can also implement scaling and rotating, e.t.c. for free and it doesn't make much sense to use Java2D.

Myomyomyo.
Offline pitbuller
« Reply #7 - Posted 2011-10-01 09:42:59 »

Don't be so hasty. Java2d can be really powerfull. It just do not work on all machines. If you remember the sprite shoot out test. Try java2d version against those. With my comp java2d beated slick2d by large margin. But with some comp slick2d produced 10 more times sprites before starting slowing down.

Link to test. http://code.google.com/p/protectcastle/source/browse/?r=81b0570d22e3f832422eb319a54227dc6b75f9de#hg%2Ftest%2Fpokeballjava
Offline ReBirth
« Reply #8 - Posted 2011-10-02 06:16:58 »

The only real problem I've encountered with Java2D is performance. If you are going to scale or rotate those images, then you'll definitely need LWJGL (or JOGL, but I prefer LWJGL).
absolutely yes! however stretching java2d to its max performance is fun too.

Offline theagentd
« Reply #9 - Posted 2011-10-02 09:26:25 »

Not when that "max performance" equals 4 FPS for a Final Fantasy style tile map. LWJGL gave me several hundred FPS, and that was 5 years ago.

Myomyomyo.
Games published by our own members! Check 'em out!
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Offline drakesword

Junior Member


Medals: 1



« Reply #10 - Posted 2011-10-03 13:57:36 »

Once I finish the current round of updates with my engine I will implement an OpenGL version of the graphics manager. I will run the two on the same machine and record the resulting FPS. Then I will upload it to my site so you can check it out for yourself.

Figured I better implement opengl now rather then later when I "need" to.
Offline ReBirth
« Reply #11 - Posted 2011-10-03 15:36:59 »

Not when that "max performance" equals 4 FPS for a Final Fantasy style tile map. LWJGL gave me several hundred FPS, and that was 5 years ago.
Guess I should define the game type context first before said that  Smiley

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