Hello, folks.
What would you expect from the following list?
- a game running in 800*600
- using java2D only.
- working under 1.4.2 and 1.5
- sprites loaded from 32 bits png files.
- having -each frame- between 30 to 120 sprites alphacomposited, all drawn using affineTransforms. Most would be rotated and/or scaled differently every frames.
- sprites original size ranging from 6464 to 256128 (player avatar) Player avatar would be rotated using AffineTransform, but not zoomed. Some sprites would be zoomed two times and drawn 512 * 256.
- sprites can have from 10 to 50% surface transluscent, up to about 50% transparent and up to 50% opaque.
- most sprites displayed would also be composited using their own global alpha.
- some sprites would use vector shapes (Area) for clipping and avoid being drawn partially. shapes would be recreated every frame as they are non mutable and contain over 60 lines. Two would be used each frame.
- drawn using double buffering, and a default bufferStrategy.
- no object pooling. No care taken to avoid object creation. (sparkles from shoots would be objects allocated and unallocated once unused, so would be those of the ship)
- no dirty zones, the game would be completely scrolling. each frame being a completely new one. Standard side scrolling game.
- under 200Kb compressed jar including GageTimer and the windows DLL. (first shot without menu, no real death. Game starts directly and quits once you’re dead. Rude one at first.
)
- sprite collisions would be done using AffineTransform-ed Areas, (10 to 16 connected lines), using the AWT methods to check for overlapping. Nevertheless, most of the collisions would occur using Rectangle, but collisions would be checked over almost all of the sprites.
- the game would be time compensated, so whatever the framerate, it would react the same. (that implies that there are multiplications and divisions everywwhere for anything)
What framerate would you expect on a 1Ghz machine using a geforce 2 under windows and a plain 1.4.2 ( no transaccel, no ddrawScale ). How do you expect linux to behave?
Do you expect GC pauses? how long?
Do you expect problems playing the game under the 1.5b2 GL pipeline?