Java-Gaming.org    
Featured games (81)
games approved by the League of Dukes
Games in Showcase (487)
Games in Android Showcase (110)
games submitted by our members
Games in WIP (553)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  Let's go, Tiger....  (Read 3098 times)
0 Members and 1 Guest are viewing this topic.
Offline Herkules

Senior Member




Friendly fire isn't friendly!


« Posted 2004-09-30 04:59:51 »

http://java.sun.com/j2se/1.5.0/download.jsp

HARDCODE    --     DRTS/FlyingGuns/JPilot/JXInput  --    skype me: joerg.plewe
Offline Herkules

Senior Member




Friendly fire isn't friendly!


« Reply #1 - Posted 2004-09-30 05:29:55 »

wow ... first I did was to switch on -Dsun.java2d.opengl=true

That REALLY had a HUGE effect! My apps became that INCREDIBLY slow! Sad

HARDCODE    --     DRTS/FlyingGuns/JPilot/JXInput  --    skype me: joerg.plewe
Offline oNyx

JGO Coder


Medals: 2


pixels! :x


« Reply #2 - Posted 2004-09-30 05:39:50 »

:O

弾幕 ☆ @mahonnaiseblog
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline oNyx

JGO Coder


Medals: 2


pixels! :x


« Reply #3 - Posted 2004-09-30 06:31:12 »

One thing worth mentioning... the SDK is called JDK again Grin

But I'm wondering if that was really intentionally (well I like "JDK" more Wink).

弾幕 ☆ @mahonnaiseblog
Offline Bombadil

Senior Member





« Reply #4 - Posted 2004-09-30 11:30:15 »

The Tiger release looks nice. Have to do some tests, though. :-)
However, I've first to get used to the standard Ocean L&F. Looks very ... blue. The old one has gone? Couldn't use it with JEdit or any other Java app.

Also, some letters of the font for the Windows L&F for all Java apps are ugly, at least on my Win2000 box. Anybody noticed this, too?


Look at this injured "8" and the cockeyed "M".
as well as


PS: How do you make your old JBuilderX to compile Java 1.5 ? I've changed the project's JDK but it always appends some "source -1.4" to the JDK compiler and then of course it won't work...
Offline princec

JGO Kernel


Medals: 363
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #5 - Posted 2004-09-30 11:58:06 »

I moaned about the ugly un-antialiased crapcake fonts in Webstart a few months ago Sad Bah.

Does anyone know how to specify global system properties for the JRE?

Cas Smiley

Offline Bombadil

Senior Member





« Reply #6 - Posted 2004-09-30 13:24:02 »

Quote
I moaned about the ugly un-antialiased crapcake fonts in Webstart a few months ago :( Bah.

Oh, it's not only Webstart, it's any Java app using the Windows Look-and-Feel of the new Java 1.5.
Or is it just my system?

Quote
Does anyone know how to specify global system properties for the JRE?

Unfortunately no.
I use the workaround to alter Windows' open-action for ".jar" files, by changing it to something like
 java -Dswing.plaf.metal.controlFont=Dialog-plain-12 -jar  "%1" %*
to avoid this fat non-aliased font of the standard Ocean L&F to something more subtle.
Offline Herkules

Senior Member




Friendly fire isn't friendly!


« Reply #7 - Posted 2004-09-30 15:13:06 »

Fonts seem to be bad an many systems, mine as well.

HARDCODE    --     DRTS/FlyingGuns/JPilot/JXInput  --    skype me: joerg.plewe
Offline Bombadil

Senior Member





« Reply #8 - Posted 2004-09-30 16:10:36 »

Thanks for your observation. So it's probably the font style for the Windows L&F.
I've to confess I hardly use it anyway (except the Java console on Win uses it automatically). I like the standard Metal L&F best - and it still looks very nice.

All my important Java applications (and my small Jogl and Xith game project) work on the new Tiger Java without any problems so far. Which is great! Also some apps start a lot of faster due to Class Data Sharing.
So I'd like to say a big thank you Sun and all laboriously engineers at Sun for this fine release !

Hopefully Java reaches the masses and comes to the point it really deserves. Such a beautiful runtime plus language.
Offline dranonymous

Junior Member




Hoping to become a Java Titan someday!


« Reply #9 - Posted 2004-09-30 16:37:05 »

I wrote up a quick 'performance' tester to mess with the openGL pipeline settings stuff.

It gives performance on opaque, transparent, and translucent images.

If anyone would like it, let me know and I'll post it to a website for you to grab.

Regards,
Dr. A>
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Herkules

Senior Member




Friendly fire isn't friendly!


« Reply #10 - Posted 2004-09-30 17:03:11 »

Yes please. Do that.

@home, the opengl pipeline is not only slow, but even refuses to show anything when used with NetBeans.

Quite disappointing to so far....

HARDCODE    --     DRTS/FlyingGuns/JPilot/JXInput  --    skype me: joerg.plewe
Offline dranonymous

Junior Member




Hoping to become a Java Titan someday!


« Reply #11 - Posted 2004-09-30 17:21:20 »

It'll be tonight, but I'll post it and then update here.

Regards,
Dr. A>
Offline dranonymous

Junior Member




Hoping to become a Java Titan someday!


« Reply #12 - Posted 2004-10-01 01:18:10 »

Here ya go -

2playercoop.com/imagetest.zip

To use it -

java ImageSpeedTest

You'll get the results on the command line.  You can also pass in the size of the textures you want generated -

java ImageSpeedTest 128 128

Check the code for the other options such as screen size and bit depth.

Here are some results from my work computer -

C:\javadev\eclipse 2.1\workspace\tests>java ImageSpeedTest
Display mode: 800x600 at 32bits
Texture size: 65x65
Opaque: 55802.668 images/sec
Transparent: 61013.332 images/sec
Translucent: 3429.3333 images/sec

C:\javadev\eclipse 2.1\workspace\tests>java -Dsun.java2d.opengl=True ImageSpeedTest 65 65
Display mode: 800x600 at 32bits
Texture size: 65x65
OpenGL pipeline enabled for default config on screen 0
Opaque: 46876.0 images/sec
Transparent: 35142.0 images/sec
Translucent: 32492.666 images/sec

C:\javadev\eclipse 2.1\workspace\tests>java -Dsun.java2d.opengl=True ImageSpeedTest 64 64
Display mode: 800x600 at 32bits
Texture size: 64x64
OpenGL pipeline enabled for default config on screen 0
Opaque: 49197.332 images/sec
Transparent: 36456.0 images/sec
Translucent: 34026.0 images/sec

C:\javadev\eclipse 2.1\workspace\tests>java -Dsun.java2d.opengl=True ImageSpeedTest 64 65
Display mode: 800x600 at 32bits
Texture size: 64x65
OpenGL pipeline enabled for default config on screen 0
Opaque: 48704.0 images/sec
Transparent: 36293.332 images/sec
Translucent: 33652.0 images/sec

Its interesting how the Translucent gains so much, while the other two types are lower than the non openGL'd version.  Hmmmm..

Dr. A>

PS - This code is reworked from Brackeen's recent book, so I don't get too much credit for it.

PPS - The image icon being drawn with using openGL is BEYOND slow, you can actually see it draw line by line on the screen.
Offline Herkules

Senior Member




Friendly fire isn't friendly!


« Reply #13 - Posted 2004-10-01 06:01:48 »

approx. same results here.

Translucent grows so much faster bc. transluency is extremely hard to do in software. But why does opaque/transparent perform so bad?

The most significant effect here is that the one-time call

       g.drawImage(bgImage, 0, 0, null);

here takes >1s with opengl enabled. Without opengl, the time is not noticable. I think that might be the reason why my apps perform THAT bad (its not just a slight slowdown, its near to unusable).

It also seems that small images are not good for OGL. If  you increase texture size to e.g. 512, the results change:

C:\development\Java test> java ImageSpeedTest 512 512
Display mode: 800x600 at 32bits
Texture size: 512x512
Opaque: 1577.441 images/sec
Transparent: 81.279144 images/sec
Translucent: 55.29647 images/sec

C:\development\Java test> java -Dsun.java2d.opengl=True ImageSpeedTest 512 512
Display mode: 800x600 at 32bits
Texture size: 512x512
OpenGL pipeline enabled for default config on screen 0
Opaque: 1888.7408 images/sec
Transparent: 1819.3334 images/sec
Translucent: 1867.3334 images/sec

HARDCODE    --     DRTS/FlyingGuns/JPilot/JXInput  --    skype me: joerg.plewe
Offline oNyx

JGO Coder


Medals: 2


pixels! :x


« Reply #14 - Posted 2004-10-01 06:20:04 »

> It also seems that small images are not good for OGL

Something like that... bigger images are bad for direct draw (everything with more than 65536 pixels [256*256]) Smiley

弾幕 ☆ @mahonnaiseblog
Offline selendic

Junior Member




Java games rock!


« Reply #15 - Posted 2004-10-01 06:46:33 »

All those problems (weird fonts and unusable OGL pipeline) are known to exist since first alpha. Like, for almost a year. Sad. It gets even worse with new Sun's release plan. http://weblogs.java.net/blog/mreinhold/archive/2004/09/tigers_and_must.html

Seems we will loose dot-dot releases, and will have to wait 18-24 months for new features and bigger advances, with only small critical bugfix releases every 2-3 months (like _xx thingy today). I don't find that attractive at all considering current state of J2SE desktop stack.
Offline Bombadil

Senior Member





« Reply #16 - Posted 2004-10-01 10:00:34 »

Quote
It gets even worse with new Sun's release plan. http://weblogs.java.net/blog/mreinhold/archive/2004/09/tigers_and_must.html

Seems we will loose dot-dot releases, and will have to wait 18-24 months for new features and bigger advances, with only small critical bugfix releases every 2-3 months (like _xx thingy today). I don't find that attractive at all considering current state of J2SE desktop stack.

The blog doesn't need to mean a negative thing. Any company has to concentrate on the important things. In particular in hard times for Sun (naturally opinions diverge on what is important :-)
We'll get feature releases more oftenly which is a good thing. Since the Java clone Dotnet is so similar to Java, the original has to move, too, in order to stay the original. ;-)
Offline Malohkan

Senior Member




while (true) System.out.println("WOO!!!!");


« Reply #17 - Posted 2004-10-01 10:26:27 »

java ImageSpeedTest
Display mode: 800x600 at 32bits
Texture size: 65x65
Opaque: 34063.332 images/sec
Transparent: 37195.332 images/sec
Translucent: 1176.0 images/sec

Trying opengl blah = True didn't output anything and didn't have any visual effect except at one point I saw some silhouettes of my other windows bleed through.

Admin and Game Developer at
GameLizard.com
Play Rimscape!    |    Play Conquer!
Offline princec

JGO Kernel


Medals: 363
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #18 - Posted 2004-10-01 11:50:42 »

If y'all just stick to using the bare bones of Java and use the LWJGL to code your games you won't have a problem Smiley

Cas Smiley

Offline dranonymous

Junior Member




Hoping to become a Java Titan someday!


« Reply #19 - Posted 2004-10-01 12:18:27 »

Is there a way to enable that setting from within the app?

Can you change a setting on the fly?  It might be interesting to try and turn it on in the app, do some drawing, then turn it off and draw some more.

My idea is, what if you could have the pipeline off for opaque and transparent blits, then enable it for your translucent ones?

Ideas?

Dr. A>
Pages: [1]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

CopyableCougar4 (24 views)
2014-08-22 19:31:30

atombrot (34 views)
2014-08-19 09:29:53

Tekkerue (30 views)
2014-08-16 06:45:27

Tekkerue (28 views)
2014-08-16 06:22:17

Tekkerue (18 views)
2014-08-16 06:20:21

Tekkerue (27 views)
2014-08-16 06:12:11

Rayexar (65 views)
2014-08-11 02:49:23

BurntPizza (41 views)
2014-08-09 21:09:32

BurntPizza (33 views)
2014-08-08 02:01:56

Norakomi (42 views)
2014-08-06 19:49:38
List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50

List of Learning Resources
by SilverTiger
2014-07-31 16:26:06

List of Learning Resources
by SilverTiger
2014-07-31 11:54:12

HotSpot Options
by dleskov
2014-07-08 01:59:08
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!