Java-Gaming.org Hi !
Featured games (83)
games approved by the League of Dukes
Games in Showcase (511)
Games in Android Showcase (119)
games submitted by our members
Games in WIP (577)
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  
  Removed..  (Read 1537 times)
0 Members and 1 Guest are viewing this topic.
Offline Jari Särö

Junior Duke


Medals: 1



« Posted 2011-12-27 16:08:04 »

Removed..
Offline theagentd
« Reply #1 - Posted 2011-12-27 16:12:59 »

It explodes, instantly killing the user.

Myomyomyo.
Offline lhkbob

JGO Knight


Medals: 32



« Reply #2 - Posted 2011-12-27 18:48:09 »

It will run as fast as it can, maybe getting 11 fps or 9 fps. 14fps is really quite low for a game, so I highly doubt that a computer will have trouble reaching it, even if it's a bad card.

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline ra4king

JGO Kernel


Medals: 350
Projects: 3
Exp: 5 years


I'm the King!


« Reply #3 - Posted 2011-12-27 23:10:52 »

@theagentd, that made me rofl! +1 for you sir Tongue

Offline theagentd
« Reply #4 - Posted 2011-12-28 07:01:51 »

Seriously though, if a computer is too slow to run your game, it simply is too slow to run your game. Either optimize it more or just leave it there. There is always an older computer that won't be able to run it.

Myomyomyo.
Offline delt0r

JGO Knight


Medals: 27
Exp: 18 years


Computers can do that?


« Reply #5 - Posted 2011-12-28 10:34:22 »

theagentd is right. Pick a target level of machine and devlop for that. Get it fast enough for that, and don't officially support anything slower.

Also you need to be careful with java2d. It will often fall back to software rendering and  be really really slow. I would tend to switch to lwjgl or something like slick2d.

I have no special talents. I am only passionately curious.--Albert Einstein
Offline ReBirth
« Reply #6 - Posted 2011-12-28 12:51:00 »

That's what they call "Minimum System Requirements"

Offline Jari Särö

Junior Duke


Medals: 1



« Reply #7 - Posted 2011-12-28 16:54:25 »

Removed..
Offline delt0r

JGO Knight


Medals: 27
Exp: 18 years


Computers can do that?


« Reply #8 - Posted 2011-12-28 17:01:05 »

Basically anything but bit alpha will trigger software rendering, most image scaling or rotating also seems to do it. Drawing an image that has a different colour format is also a no no. Use createCompatableImage. Any AA also seems to make things really slow, so don't use that either.

For fonts with lwjgl, either TWL or Slick2d has things to manage bit mapped fonts.

I have no special talents. I am only passionately curious.--Albert Einstein
Offline Jari Särö

Junior Duke


Medals: 1



« Reply #9 - Posted 2011-12-28 17:04:00 »

Basically anything but bit alpha will trigger software rendering, most image scaling or rotating also seems to do it. Drawing an image that has a different colour format is also a no no. Use createCompatableImage. Any AA also seems to make things really slow, so don't use that either.

For fonts with lwjgl, either TWL or Slick2d has things to manage bit mapped fonts.

Hmmh,

Im dont fully agree that software rendering part, my oldie GF6200FX seems to handle all graphics2d commands, i dont have CPU load when increasing scale rotate or any other commands with bufferedimages or drawstrings, and all my bufferedimages are RGBA not compatibles ?
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline lhkbob

JGO Knight


Medals: 32



« Reply #10 - Posted 2011-12-28 17:47:54 »

Has people have get damaged machines because of AWT and graphics2d ?

You've asked this before, and I'm almost 110% convinced that is not possible, or if a machine was damaged, it was because of a hardware/manufacturing/user defect that happened to show itself when running your program. 

Machines (even old ones) are designed to render 100,000s of lit, texture 3D triangles a second.  Anything with Java2D will be easy on the hardware compared to that.

Offline delt0r

JGO Knight


Medals: 27
Exp: 18 years


Computers can do that?


« Reply #11 - Posted 2011-12-28 17:56:00 »

@Jari Särö

Try it on different machines. What a 3d card can do and what java2d, a library designed to render the same across different hardware targets, uses or does are *not* the same thing.

I have tested this in many situations across many different machines and jvms. Good frame rates in one place does not mean anything about others. Java2d was not designed with games in mind. It was designed with platform independent GUI rendering in mind.

Now consider that you have zero control over the JVM used for an applet.

I have no special talents. I am only passionately curious.--Albert Einstein
Offline BoBear2681

JGO Coder


Medals: 19



« Reply #12 - Posted 2011-12-28 19:54:21 »

@delt0r, on the other hand, note that Jari's games are running at 14 fps (!).  I'd imagine it would be exceedingly difficult for any game targeting that frame rate to have performance issues on any computer < 10 years old.

Java2D may not be able to compete performance-wise with other API's in many scenarios, but certainly here, the bar is low enough not to worry...
Offline ra4king

JGO Kernel


Medals: 350
Projects: 3
Exp: 5 years


I'm the King!


« Reply #13 - Posted 2011-12-28 21:48:34 »

Just as an example, my JDoodle Jump game (which uses a LOT of alpha, AA, rotating, scaling) runs at 70-80 FPS on the cruddy school computers (Pentium CPU and integrated Intel GPU) and 150-200 FPS on my old laptop (Intel Core 2 Duo and integrated Intel GPU).

Offline pitbuller
« Reply #14 - Posted 2011-12-28 23:36:09 »

I bet code is littered with tens of sleeps and yields after every buffered image. This was case about two months ago.
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.

Longarmx (50 views)
2014-10-17 03:59:02

Norakomi (39 views)
2014-10-16 15:22:06

Norakomi (31 views)
2014-10-16 15:20:20

lcass (36 views)
2014-10-15 16:18:58

TehJavaDev (66 views)
2014-10-14 00:39:48

TehJavaDev (65 views)
2014-10-14 00:35:47

TehJavaDev (55 views)
2014-10-14 00:32:37

BurntPizza (72 views)
2014-10-11 23:24:42

BurntPizza (43 views)
2014-10-11 23:10:45

BurntPizza (84 views)
2014-10-11 22:30:10
Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

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
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!