Java 2D Pixel Game Tutorial - Episode 8 - Drawing Sprites

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Today we finally get a sprite draw to the screen!!!!! We also fix a couple of mistakes I made in the previous videos. This shows you how the real process of coding works, including making mistakes and fixing them later when everything goes wrong.
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Awesome stuff! This is really helpful.

NOAHfreakingTHOMAS
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I see that fps counter shows almost the same numbers whether you use a plain buffered image or a compatible image. So is this really worth an effort to use the compatible image?
I'm here because I'm looking for a solutions to draw a 2d array of pixels to the screen and so far it works terribly (about 0.01FPS). From my testing it appears that it doesn't matter at all if I use a buffered image, volatile image or no image at all but render directly to component's graphics, performance depends on how many graphics.drawRect() calls there is. It doesn't even matter how many pixels are covered. Just pure number of calls on graphic objects count.

The only solution I got so far is to not use swing or AWT at all. I've tested lwjgl it works quite nice so far.

jarlfenrir
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Great tutorial man c:, how did you got this game engine structure? the one i've seen so far is from the killer game programming book

hectorlarez
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is there anyway I could download a copy of this, my project became corrupted and I will have to restart otherwise

gagethomas