Part 1 of this article ("Java Gaming: Understanding the Basic Concepts,"
[JDJ, Vol. 9, issue 10]) covered the basics of a game framework. Part 2 goes
into more depth on the actual 2D rendering specifics and the resulting demo:
the Ping program (see Figure 1).
2D Rendering
Game rendering is a subject that has great depth and complexity. This article
focuses on the topics that we believe are the most important to 2D games and
Java games programmers: Fullscreen and DisplayMode management Buffering
Images Video memory constraints Performance tip: intermediate images
Fullscreen and DisplayMode Management
A game developer must decide whether to run a game in fullscreen mode (where
it occupies the entire monitor display) or windowed mode (where it is one of
many windows on the user's desktop). Both modes are appropriate for different
types of games. For example, a game that... (more)
At JavaOne 2004 we gave a presentation on Java game development that included
general framework information and tips and tricks on using the media APIs
effectively. We also showed an application named "Ping" that demonstrated
some of the ideas we discussed (see Figure 1).
Working code is a great way to illustrate an API, and we have posted the
source code that accompanied our presentation on http://ping.dev.java.net.
This article fully explains the ideas behind our JavaOne presentation as well
as the elements of interest in the Ping application.
This two-part article is divided i... (more)