[gameprogrammer] Re: Java Advice - 2D RTS Graphics

Thanks for the reply, Chris! :)

Given the above considerations, should I be looking at using something like
the lwjgl or openGL or something like that? Or will my Graphics2D calls work
well enough with a bit of tweaking?

Why not keep doing what you are doing and make changes only if you have issues?

I think I'm running into performance issues, actually, that stifle what I'm able to do in the game. For testing purposes, I've got a toggle in the game that, if turned on, draws a line from each unit to it's target unit, if any - this option alone causes a very noticable slowdown in the game display, which made me wonder if I had chosen the wisest approach here... ;)


However, I will keep pushing things, and maybe take more control over when the JPanel gets to perform any real updates...

I'd love to be able to increase the resolution of the background map, [snip]

Try it and see.

Will do. :)

What do you guys think? Is a jump to a real graphics toolkit the answer I'm
looking for?

I am a little fuzzy on what the question is.

Actually, I think you've answered the question above - question being, is what I'm trying to do realistically achievable using SWING classes... ;)


And in case you're curious, I've got some screenshots of the current
interface here:
http://lordgank.proboards30.com/index.cgi?board=general&action=display&thread=1126661947

Looks pretty cool so far. Keep going! I would concentrate on things that would give you a playable game first. Then improvments second.

Sound advice, sir - I may be just bogging myself down with worries about my chosen approach... in any case, I've been coding the game so that the graphics are a black-box, and if performance becomes a major concern later, I could probably replace my display methods with something spiffier... :)


Thanks for taking the time to read and reply, Chris! I very much appreciate it! :)
-Mike





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