Im trying to use java2d but it seems too slow. I need to render 50 squares about 50pixels wide each. The thing is I need to do it really fast, like 5-10 times a second. anyone have any ideas?
Name:
Anonymous2008-07-05 16:02
shit sorry, 50x50 squares so 2500
Name:
Anonymous2008-07-05 16:08
Only rerender the parts that have actually changed since last frame.
It will be slow as fuck, whatever you do, though. That's Java2D for you.
>>12
You mean "once the Java bytecode is JIT compiled into native assembly." Running through an interpreter is slow as fuck, regardless of the implementation.
>>13
Not if you spend most of your time waiting for the user/disk/network/etc.
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Anonymous2008-07-07 8:21
>>15
Many people say that, but they forget background processes. Even if your torrrent app / messenger / etc in THE SLOW AS FUCK LANGUAGE JAVA spends most of its time waiting for the disk, if it's eating up CPU cycles like an idiot, it's still pissing me off when I'm trying to play my game at the same time.
HELLO, YOU'RE NOT ALONE ON THE COMPUTER, RETARDED APP
>>15
If you're going to argue that, you might as well use a more expressive language which has support for useful constructs like closures, and has bindings to C graphics libraries which aren't absolute shit.
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Anonymous2008-07-07 9:25
>>16 if it's eating up CPU cycles like an idiot,
It's not, though. Azureus uses 0-2% CPU on my ancient computer. That won't impact games.
>>17
I was making a generic comment about interpreters.
Name:
Anonymous2008-07-07 9:32
>>18
In my experience it is the I/O extensive programs that only use 1-2 percent of the CPU that give me more problems in games than programs that would take 100% of the CPU and are CPU bound.
It seems that two programs of the same priority that would each take 100% of the CPU if alone tend to take 50% a piece and just run half speed.
If two programs are I/O bound this does not seem to happen. Neither runs smoothly even if only taking minuscule CPU. I/O seems to be much less fine grain.
>>19
Buy more and/or better hard drives (or arrange your data more thoughtfully around several hard drives) such that an application hammering data on one drive won't affect the performance of the rest of the system.
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All work and no play makes Jack a dull boy
All work and no play makes Jack a dull boy
All work and no play makes Jack a dull boy
All work and no play makes Jack a dull boy
All work and no play makes Jack a dull boy
All work and no play makes Jack a dull boy
All work and no play makes Jack a dull boy
All work and no play makes Jack a dull boy
All work and no play makes Jack a dull boy
All work and no play makes Jack a dull boy