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> If you have any questions or comments or complaints or want a snapshot of > the code, let me know. (I post this here as well as I don't know if you follow xpilot-hacks) The idea of an xpilot client written in Java has always interested me, and I've actually written a simple xpilot-like game just to test the idea. However, so far I've not started doing anything for real because I have not been able to find a good reason to do it. I mean the C client works relatively well on all platforms supported by Java and I think a C program will (nearly) always be faster than a corresponding Java program. And xpilot is all about speed, I would not play using a client with additional n ms client lag. Anyway, if you think the task is worth doing I've a few comments on the technical side. First, I hope (=didn't bother to check) all those new java features like genercis etc. work on older JREs, because people find it annoying to always have to download the latest JRE. Second, you say that you are working through the C files porting them to Java. Wouldn't a complete rewrite be much cleaner? The current code is very C:ish (for obvious reasons), so the resulting Java won't probably look too nice. Finally, you say that you'll use managed BufferedImages to get accelerated drawing. IIRC a managed buffer might live inside the graphics card (or at least outside the garbage collected heap). AFAIK this means that blitting images might be hw accelerated, but the xpilot client does not do much blitting. What you need is hw accelerated graphics primitives like drawing lines, polygons, etc. So I suggest you take a look at e.g. LWJGL (http://java-game-lib.sourceforge.net), it supports OpenGL which should be faster than directly manipulating a buffer with Java2D. It also supports gcj so you should be able to build native binaries for easy distribution. - Juha
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