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Offline jhffvcc

Senior Newbie







« Posted 2013-05-04 11:20:23 »

As you can see I'm new to this forum and therefor I just want to say hello to everyone.
To introduce myself a bit, I only can say, that I love programming in java and writing my
own little games.

I don't know why, but it seems, that I'm a kind of purist (Sorry, english isn't my mother
tongue, so I don't know if this is the right word), but I have the aim to do as much as
I can on my own. That means, I generally refuse certain external libraries like LWJGL etc.
for learning purpose.
So, for games I only make use of the build-in sun libraries.

I'm currently working on a small platformer:




Hope I can learn more here.
Bye

Edit:I screwed something up. now it should look like I wanted
Offline Rakso

Junior Devvie


Medals: 1



« Reply #1 - Posted 2013-05-04 11:21:17 »

Welcome!
Offline quew8

JGO Coder


Medals: 33



« Reply #2 - Posted 2013-05-04 12:58:18 »

Nice to meet you.
I have to say that LWJGL is more or less just a wrapper around OpenGL functions which are are a wrapper around getting video cards to do what you want them to. What LWJGL does for you is create a window and context to render in which is the same as a JFrame (except for being far superior). So I don't think anything non-trivial (creating jni methods and creating a context) would be done for you, that's sort of the principal behind LWJGL.
But it is of coarse up to you and I share exactly the same point of view (other than using LWJGL) so I would like to commend you for your efforts as well as say hello.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline gimbal

JGO Knight


Medals: 25



« Reply #3 - Posted 2013-05-06 07:24:30 »

Nice to meet you.
So I don't think anything non-trivial (creating jni methods and creating a context) would be done for you, that's sort of the principal behind LWJGL.

Except the difficulty of creating a game loop with a steady heartbeat, which LWJGL helps you do quite efficiently especially in more recent versions.

Of course a good reason to use LWJGL over Java2D (which I assume you're talking about, although it could also be JavaFX) even for simple 2D games is reliable performance across computers. It all may run just great on your development computer, now try it on your dad's laptop.

I think you should revisit the definition of purist and make your life easier. And also: hi Smiley
Offline jhffvcc

Senior Newbie







« Reply #4 - Posted 2013-05-06 10:21:04 »

Hello again!

Thanks for your answers and sorry for that, I forgot to mention that I'm using Java2D.
Generally I agree with you in all details about Java2D and about its weaknesses, but I will still use it for game programming although it isn't meant for that.

I think the reason why I like to use Java2D is, that it's a real challenge particularly a lot of people say it's too slow, you can't make real games with it, etc... And only because a high amount of people have a rejection against it, when it comes to game programming, it doesn't mean, it's impossible to do it anyway!
I also know, that it will be hard work and much more unpleasant, but I've also achieved good results in the past.
And at the end the most important reason why I'm using it:
It's incredible fun Smiley (just before the 'learning experience').

So everyone else can now make his own come out. I know you all love java2D!  Wink

Offline RobinB

JGO Ninja


Medals: 44
Projects: 1
Exp: 3 years


Spacegame in progress


« Reply #5 - Posted 2013-05-06 11:02:19 »

Hello again!

Thanks for your answers and sorry for that, I forgot to mention that I'm using Java2D.
Generally I agree with you in all details about Java2D and about its weaknesses, but I will still use it for game programming although it isn't meant for that.

I think the reason why I like to use Java2D is, that it's a real challenge particularly a lot of people say it's too slow, you can't make real games with it, etc... And only because a high amount of people have a rejection against it, when it comes to game programming, it doesn't mean, it's impossible to do it anyway!
I also know, that it will be hard work and much more unpleasant, but I've also achieved good results in the past.
And at the end the most important reason why I'm using it:
It's incredible fun Smiley (just before the 'learning experience').

So everyone else can now make his own come out. I know you all love java2D!  Wink

Yeah java2D is usable and kinda easy to use, untill you start asking to render some more heavy stuff.
For a ververy simple platformer its no problem, but try creating some particle effects or even some cpu intensive tasks like collision or ai and you will start feeling really limited.
At that time your probably advanced kinda far with the engine, and it will be a pain to port to the faster solution then.
I also started in java2d and it seems really fun, but it sucs to see your fps go below 60 fps every time you add something.
Nothing beats the raw power of opengl.
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