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  Java2D or Seperate Library  (Read 1167 times)
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Offline Cirdan

Senior Newbie




Java games rock!


« Posted 2004-09-09 16:36:41 »

I"m looking into starting Java Game Development. Should I use Java2D, Or a seperate graphics libarary?
Offline kevglass

JGO Kernel


Medals: 159
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #1 - Posted 2004-09-09 16:42:18 »

A very good question! The answer lies with understanding what type of game you're attempting to write and where/how you're intending to deploy it...

Kev

Offline immudium

Junior Member




Gorram it!


« Reply #2 - Posted 2004-09-09 20:01:57 »

Assuming you want more advanced graphics than just Swing can provide, I would start with Java2D no matter what.  Once you've learned the Java2D basics of BufferedImage and animation loops, the knowledge should provide a good stepping stone and insight into more advanced APIs such as JOGL.  If you have a look at the tutorials at http://grexengine.com/sections/externalgames/ this is the approach they take, starting with Java2D and moving to JOGL which seemed to work really well for me personally.
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Offline gangrel-br

Junior Member




Java and Scala! Thats the game =)


« Reply #3 - Posted 2004-09-09 20:06:15 »

If you are just starting to study and don't know very much about how to make a game, Java2D is probably an easy way.

Maybe later you should then turn to some OpenGL binding  Grin

EDIT: Posted at the same time as immudium

Paulo "JCranky" Siqueira
Offline Cirdan

Senior Newbie




Java games rock!


« Reply #4 - Posted 2004-09-09 22:48:06 »

okay, Thanks for the replys!!!
Offline nonnus29

Senior Member




Giving Java a second chance after ludumdare fiasco


« Reply #5 - Posted 2004-09-09 23:13:54 »

Wow, and no one referenced gage or j2da.....  You guys must be having amnesia;

gage2d

j2da

gameframe4java

Planetation

Plus if your going to target online games and non-sophisticated users then you'll want to use AWT/Applets for maximum exposure.
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