Hello,
I’m starting the development of games under Java and I essentially come from the Business Java (Java EE, Spring, etc.).
I have have average knowledge in AWT/Swing.
I wanted to take a look at the source code of Catacomb Snatch (for which I proudly donated previous week-end) to help me start coding games and I have a few questions about it. I guess everything is related to performance or something like that. On top of that, they had only 60 hours, but I’m quite intrigued by half of their design choices.
- Why doesn’t Mojang use the standard tools of AWT such as BufferedImage but uses a kind of buffer (with their class Bitmap) without going through the AWT paint/update methods? Where can I find more information about this?
- Why did they rewrite half of AWT for this game (Keys are handled differently, for instance)?
- Why is there no kind of Manager?
- Why are nearly all fields public? (and broader: why is nearly none of the “good practices” ever used?)
- Why is every art loaded at start rather than lazily?
There is probably something that explains all this, but I just couldn’t find anything about it. If such resource exists, could you point me to it?
It’s ok if not all questions find answers, I’ll try to do it myself then.
Thanks a lot in advance