Nice work:) Thats similar to what im doing.
Im using a jpanel to display the images,
but i use paintimmediately to get the maximum speed.
Im using a jpanel to display the images,
but i use paintimmediately to get the maximum speed.
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Show posts MenuQuote from: "AGP"Totally agree with you two. Before jPCT I had pretty much given up on 3d programming. It's very hard for one programmer to do anything useful by himself from scratch, and the complexity of everything else out there is annoying. Except DarkBasic, but it doesn't work very well, and Basic isn't object-oriented, which sucks.
Quote from: "EgonOlsen"Quote from: "cyberkilla"I took the time to read this over....and i would basically stick with what you are doing atm. Just make sure that your tiles are being hardware accelerated by making them "compatible" images. If you don't know what this means...the Buggaroo-sources (my 4k submission for this year's contest) do this, just have a look at the a(int mode, JFrame w, int wi,int hi, Color col)-method: http://www.jpct.net/4k/buggaroo/Buggaroo.java
No problem. I realise its something that is rarely done.
It do not know why, however, because it is a fantastic way of
permitting detailed maps with a tiny polygon count:)
Creating a new image every time seems quite expensive. I suggest to create a BufferedImage instead and refill its pixel data with the one from the framebuffer. You can't make these images "compatible" because you are accessing the pixels directly but as long as not 1000 avatars are on screen, this shouldn't matter. And as Mizuki mentioned, you can use one World and make only one object visible at a time to render it.
Quote from: "EgonOlsen"Do have a screenshot of this problem?
Quote from: "EgonOlsen"@cyberkilla: I've to think about this a little...i'm not in the position to give a good answer for this now, i'm afraid.
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