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It explodes, instantly killing the user.

It will run as fast as it can, maybe getting 11 fps or 9 fps. 14fps is really quite low for a game, so I highly doubt that a computer will have trouble reaching it, even if it’s a bad card.

@theagentd, that made me rofl! +1 for you sir :stuck_out_tongue:

Seriously though, if a computer is too slow to run your game, it simply is too slow to run your game. Either optimize it more or just leave it there. There is always an older computer that won’t be able to run it.

theagentd is right. Pick a target level of machine and devlop for that. Get it fast enough for that, and don’t officially support anything slower.

Also you need to be careful with java2d. It will often fall back to software rendering and be really really slow. I would tend to switch to lwjgl or something like slick2d.

That’s what they call “Minimum System Requirements”

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Basically anything but bit alpha will trigger software rendering, most image scaling or rotating also seems to do it. Drawing an image that has a different colour format is also a no no. Use createCompatableImage. Any AA also seems to make things really slow, so don’t use that either.

For fonts with lwjgl, either TWL or Slick2d has things to manage bit mapped fonts.

Hmmh,

Im dont fully agree that software rendering part, my oldie GF6200FX seems to handle all graphics2d commands, i dont have CPU load when increasing scale rotate or any other commands with bufferedimages or drawstrings, and all my bufferedimages are RGBA not compatibles ?

You’ve asked this before, and I’m almost 110% convinced that is not possible, or if a machine was damaged, it was because of a hardware/manufacturing/user defect that happened to show itself when running your program.

Machines (even old ones) are designed to render 100,000s of lit, texture 3D triangles a second. Anything with Java2D will be easy on the hardware compared to that.

@Jari Särö

Try it on different machines. What a 3d card can do and what java2d, a library designed to render the same across different hardware targets, uses or does are not the same thing.

I have tested this in many situations across many different machines and jvms. Good frame rates in one place does not mean anything about others. Java2d was not designed with games in mind. It was designed with platform independent GUI rendering in mind.

Now consider that you have zero control over the JVM used for an applet.

@delt0r, on the other hand, note that Jari’s games are running at 14 fps (!). I’d imagine it would be exceedingly difficult for any game targeting that frame rate to have performance issues on any computer < 10 years old.

Java2D may not be able to compete performance-wise with other API’s in many scenarios, but certainly here, the bar is low enough not to worry…

Just as an example, my JDoodle Jump game (which uses a LOT of alpha, AA, rotating, scaling) runs at 70-80 FPS on the cruddy school computers (Pentium CPU and integrated Intel GPU) and 150-200 FPS on my old laptop (Intel Core 2 Duo and integrated Intel GPU).

I bet code is littered with tens of sleeps and yields after every buffered image. This was case about two months ago.