Hey guys, I have 3 questions that have been bugging me for a while during the design of a 2d game in java.
Question 1 - Translucent Images
I notice that java does not have hardware accelerated translucent images and thus they are extremely slow to render, does this apply to simple shapes as well or what?
If so, does this mean that ANY transparent images onscreen will significantly slow down the game? An RPG with nice translucent effects would then be out of the question in java, or am i wrong?
Question 2 - Transformed Images
I was considering a 2d top-down shooter that would include rotating the world but after some preliminary tests it seemed too slow and not feasible because AffineTransforming an image was taking a lot of time and resources. (I am almost 100% sure that nothing else was causing the speed issue). What I don’t understand is how something like that can cause a slowdown yet a 3d engine (which manipulates textures in every frame) can run smoothly.
Question 3 - TileMap / Game Design
When designing a game that uses a tilemap of images, how exactly would you allow it to support more than one screen resolution? (Assuming you want the view to be the same for every resolution) My thinking is having a ‘native’ resolution (1024 768) and then scaling everything based on the difference between the native screen resolution and the actual resolution. So if it was to run in 800 600 then ye scale the image by 800/1024 x and 600/768 y.
Is that how it is generally done or what?
Anyway, sorry if some of this is unclear but I would appreciate any help with any of these questions. Thanks very much