Here's my loadImage() code:
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| public BufferedImage loadImage(String file) { BufferedImage image; try { image = ImageIO.read(LanderApplet.class.getClassLoader().getResource(file)); } catch(IOException e) { e.printStackTrace(); return null; } return image; } |
I'll give tom's suggestion a try, that's probably what the problem is, right now. If you get another chance, see if you can run it after I make the changes.
Works with 1.5 (though whatever method you are using for Threading/repainting sux - its horribly stuttery)
I appreciate the feedback, but I'd have to see what you're experiencing, as the applet runs relatively smoothly on my laptop, (2.6 ghz 512 ram, 64mb Radeon 7500). I am manually double buffering which means that the applet currently is not making use of Vram, which may be the reason you're experiencing inadequate performance. I tried to implement the standard double buffering system but for one reason or another I couldn't get it to work and I was crunched for time so I had to drop it. I'm really not concerned with its visual performance right now as much as the accuracy of the physics, most of which still has to be implemented. Anyways, thanks very much for everyone's help, it is much appreciated!