Thank you guys. Do you wrap your classes in design patterns? You could make a singleton of the game screen or wrap methods like start game, stop game, pause game, resume game etc. in command classes, but I don’t know if that is making sense.
Useless in what sense? It I already used it to help my nephew with his java projects.
Granted it’s not as fast as ogl but they also say the sane with c++ vs. java. If I listened to them then I wouldn’t be here learning java and having fun coding in it.
@cookie: I usually don’t get really enamored whether I use a certain design pattern. Just code what you think is “natural” and patterns would take care of themselves.
Does anyone here use the observer pattern to give the game loop the ability to inform other classes about its update cycle? I don’t know if that’s useful, maybe it slows the application down.