JOGL Game Applet.

Hello!

Im building multiple games to my site.
Currently im on my “Pilots of Air 1917” game.

Screen image -> http://temp4321.dy.fi/rect3274.png

Game -
1-4 planes with both human players.
Flying clouds / smoke / bullets.
Game screen update will be too slow, if i draw entirely on screen.
and because im planning to use JOGL with my game, im asking here,
what JOGL techniques i may need with my game, how i should approach the game programming.

only light experience with OpenGL before this project.

is it wrong, allways clear the entire screen ?? how to clear only sprite areas ??

//----

Thank you,

With openGL it should work fine when redrawing the whole area. It’ll be more than enough able to handle it.

Hello!

Im planning to build my games, and play too, with Shuttle X27D it is a ATOM330 machine.
I really need to pinch up every frame to make applet playable with 100%,100%,
now a days, applets screen resolution can be with someone up to 2500x2000 or something.

What is the best solution, for applet 100% 100%, i want my games to be playable also with big screens and ATOM330, cos i will be using one myself.

There was someway to rectangle the drawing area, with many small areas, is that the answer to my question, what is the name of that technique ??

My old AMD Athlon 1.733Ghz only works with 20-30 frames / second for fullscreen redrawing, and the new ATOM330 computer will be a lot slower.

//----

Thank you,

Only clearing areas that need updating is often referred to as a ‘dirty rectangles’ approach. The pulpcore library uses this to great effect (http://www.interactivepulp.com/pulpcore/) and it just uses java2D to render, no openGL.