Java-Gaming.org Hi !
Featured games (83)
games approved by the League of Dukes
Games in Showcase (539)
Games in Android Showcase (132)
games submitted by our members
Games in WIP (603)
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  
  Which is the better way to render ?  (Read 694 times)
0 Members and 1 Guest are viewing this topic.
Offline PocketCrafter7
« Posted 2014-03-14 12:18:04 »

When I was searching for Java Game Development on Youtube. I saw 2 ways in which people were making games. One was loading images from files and drawing it on to the screen. And for movement they were changing the x and y. And some other people were getting the image and converting it to an array of pixels. And they had control over each and every pixels. The second way feels more complicated and better and the first way looks easy and good for beginners. What do you say ?

Nothing is difficult in this world. It is just how you look at it.
Online trollwarrior1
« Reply #1 - Posted 2014-03-14 12:19:25 »

Didn't you just create 2 threads for the same problem?
Offline PocketCrafter7
« Reply #2 - Posted 2014-03-14 12:22:52 »

Sorry for that, I thought the question wasn't very clear in the first thread so I made another thread. Tongue

Nothing is difficult in this world. It is just how you look at it.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Online trollwarrior1
« Reply #3 - Posted 2014-03-14 12:27:09 »

There is no 'better' way to render. There is a faster way or easier way. By better you probably mean faster performance wise, and I have no idea. I never did any research on these renderings modes. Though I saw some posts saying that rendering images is faster than the pixel method.
Offline PocketCrafter7
« Reply #4 - Posted 2014-03-14 12:37:56 »

By better, I meant which is better performance wise. My Bad.

So why would you use the pixel array method ?

Nothing is difficult in this world. It is just how you look at it.
Offline dot_Sp0T

Senior Newbie


Medals: 1
Exp: 4 years



« Reply #5 - Posted 2014-03-14 13:04:58 »

Would you mind linking the videos?
Offline PocketCrafter7
« Reply #6 - Posted 2014-03-14 13:13:21 »

Sure

Pixel Array Method: https://www.youtube.com/playlist?list=PLlrATfBNZ98eOOCk2fOFg7Qg5yoQfFAdf

Nothing is difficult in this world. It is just how you look at it.
Offline jonjava
« Reply #7 - Posted 2014-03-14 19:52:15 »

You can use both at the same time if you'd like. They both basically do the same thing except with the pixel array you can have more control over what's drawn. Which for most things isn't necessary at all.

Offline pitbuller
« Reply #8 - Posted 2014-03-14 21:14:35 »

Just learn openGL. No point to learn useless technology that don't convert to actual knowledge.
Offline orange451

JGO Coder


Medals: 17
Projects: 2
Exp: 4 years


Your face. Your ass. What's the difference?


« Reply #9 - Posted 2014-03-14 21:32:50 »

Just learn openGL. No point to learn useless technology that don't convert to actual knowledge.
These kind of posts aren't helpful at all... if the OP wants to use other means to an end, let him. To say there's no point, is to just deprive knowledge which may in fact become useful at some point.

Me personally, when I used to use Java2D, I would always choose the pixelArray route; I like to have control of everything Tongue
What first turned me onto the pixel array method was the speed increase. I used a simple Bitmap class I wrote which supported an additional array for alpha values, and so I essentially did all the graphical stuff myself.

Working on a nice FPS in lwjgl Smiley http://i.imgur.com/q4uFqBS.png
Feel free to message me if you're interested!
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline pitbuller
« Reply #10 - Posted 2014-03-15 00:45:53 »

Just learn openGL. No point to learn useless technology that don't convert to actual knowledge.
These kind of posts aren't helpful at all... if the OP wants to use other means to an end, let him. To say there's no point, is to just deprive knowledge which may in fact become useful at some point.

Me personally, when I used to use Java2D, I would always choose the pixelArray route; I like to have control of everything Tongue
What first turned me onto the pixel array method was the speed increase. I used a simple Bitmap class I wrote which supported an additional array for alpha values, and so I essentially did all the graphical stuff myself.

It's hindsight from professional graphics programmer that played with java2d not so long ago and haven't done anything with that gained knowledge. It's simply useless.
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.

rwatson462 (30 views)
2014-12-15 09:26:44

Mr.CodeIt (21 views)
2014-12-14 19:50:38

BurntPizza (42 views)
2014-12-09 22:41:13

BurntPizza (76 views)
2014-12-08 04:46:31

JscottyBieshaar (37 views)
2014-12-05 12:39:02

SHC (51 views)
2014-12-03 16:27:13

CopyableCougar4 (49 views)
2014-11-29 21:32:03

toopeicgaming1999 (115 views)
2014-11-26 15:22:04

toopeicgaming1999 (105 views)
2014-11-26 15:20:36

toopeicgaming1999 (32 views)
2014-11-26 15:20:08
Resources for WIP games
by kpars
2014-12-18 10:26:14

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
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!