May i ask how you are doing that?
He uses volatile images and he probably enables Java2D OpenGL pipeline. In my humble opinion, he should use spatial subdivision and various culling methods to improve the performance of JGadget.
He uses volatile images and he probably enables Java2D OpenGL pipeline. In my humble opinion, he should use spatial subdivision and various culling methods to improve the performance of JGadget.
Well, If I were better at math, I would figure out which walls in the players view can’t actually be seen (behind other walls) and then not draw them :P! However, Math isn’t my strongest of subjects.
So you are making individual draw calls and let the Java2D pipeline scale the graphics?
Well, If I were better at math, I would figure out which walls in the players view can’t actually be seen (behind other walls) and then not draw them :P! However, Math isn’t my strongest of subjects.
Not really a thing of math but through the use of a proper data structure. Aaaaah that takes me back to the days where BSP trees were hot stuff