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Re: java-HexGrids.....
- To: Ed Roskos <roskos at home dot com>
- Subject: Re: java-HexGrids.....
- From: Bruno Boettcher <bboett at erm1 dot u-strasbg dot fr>
- Date: Wed, 23 Feb 2000 16:26:02 +0100
- Cc: bboett at erm1 dot u-strasbg dot fr, xconq7 at sourceware dot cygnus dot com
- References: <20000222170002.A10332@erm1.u-strasbg.fr> <38B3ED17.8AAD6252@home.com>
- Reply-To: bboett at erm1 dot u-strasbg dot fr
> I had written some code a little while back which worked with tiled hex grids
> in Java, so I figured I would share some of my insights. I had used Java2 with
maybe sharing your code? ;D
seems your work is a lot ahead of my implementation .....
> Swing and the Java2d API. This allows the most portability of the code, over using
yep, just looked at the tutorial, seems in fact better suited than standard awt
as primarly used by me.... but i never really made a graphical app since
now....
> general, Java is slower than native code, and GUI work is no exception. From my
yep trying the 800x500 suggested by Stan let my XServer crash..... i suppose
too much memory recquirements.... or something along this side, on the other
side, perhaps my portable isn't a references (even with 128MB of Ram...)
> experiences, performance is entirely inadequate for anything real-time, but for
> turn-based games like Xconq, it should be fast enough. By using Java2d shapes
thought it the same line....
> and tiling, background terrain can look really nice, and it is easy and quick to code
> with Java2D, since the same hex shape can be used for drawing the grid and the background terrain. You also need a shape for each zoom, and
ehm do you? i simply scaled the whole thing.....
> walla, different-size grids In Swing, lightweight components could also help out. I also agree with Bruce that a server/client architecture
yep put the hex in a JComponent....
--
ciao bboett
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bboett@earthling.net
http://inforezo.u-strasbg.fr/~bboett http://erm1.u-strasbg.fr/~bboett
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