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#Actual3Ddreamer

Posted 06 May 2013 - 08:35 PM

Hi,

 

Java APIs have been used to create world-class games and simulations.   The graphics area where you have a question is one of the strong areas of this development.  In my opinion it often results in a perfect match of performance and quality graphics.   The shadows, anti-aliasing, shading, bump-mapping, sounds, collision detection, damage model, and input configuration are all strong areas.  It tends to lend itself well to realism and departing from fantasy environments, but I have seen some fabulous fantasy games made in this genre.  Cross-platform, OS and hardware, is built into them which is another consideration for some developers.

 

About image file formats, bitmaps are a good choice when performance is not an issue, but otherwise with performance critical games then JPEG would be a better choice.  Lossless images add to a big demand in performance in scenes where there are many of them.  For performance demands, then also include shading and in particular bump-mapping. 

 

A good Java API will make all of these choices available to you.  Third party libraries with well designed editors are another matter for choosing an API, such as terrain editors.


#33Ddreamer

Posted 06 May 2013 - 08:33 PM

Hi,

 

Java APIs have been used to create world-class games and simulations.   The graphics area where you have a question is one of the strong areas of this development.  In my opinion it often results in a perfect match of performance and quality graphics.   The shadows, anti-aliasing, shading, bump-mapping, sounds, collision detection, damage model, and input configuration are all strong areas.  It tends to lend itself well to realism and departing from fantasy environments, but I have seen some fabulous fantasy games made in this genre.  Cross-platform, OS and hardware, is built into them which is another consideration for some developers.

 

About image file formats, bitmaps are a good choice when performance is not an issue, but otherwise with performance critical games then JPEG would be a better choice.  Lossless images add to a big demand in performance in scenes where there are many of them.  For performance demands, then also included shading and in particular bump-mapping. 

 

A good Java API will make all of these choices available to you.  Third party libraries with well designed editors are another matter for choosing an API.


#23Ddreamer

Posted 06 May 2013 - 08:31 PM

Hi,

 

Java APIs have been used to create world-class games and simulations.   The graphics area where you have a question is one of the strong areas of this development.  In my opinion it often results in a perfect match of performance and quality graphics.   The shadows, anti-aliasing, shading, bump-mapping, sounds, collision detection, damage model, and input configuration are all strong areas.  It tends to lend itself well to realism and departing from fantasy environments.  Cross-platform, OS and hardware, is built into them which is another consideration for some developers.

 

About image file formats, bitmaps are a good choice when performance is not an issue, but otherwise with performance critical games then JPEG would be a better choice.  Lossless images add to a big demand in performance in scenes where there are many of them.  For performance demands, then also included shading and in particular bump-mapping. 

 

A good Java API will make all of these choices available to you.  Third party libraries with well designed editors are another matter for choosing an API.


#13Ddreamer

Posted 06 May 2013 - 08:31 PM

Java APIs have been used to create world-class games and simulations.   The graphics area where you have a question is one of the strong areas of this development.  In my opinion it often results in a perfect match of performance and quality graphics.   The shadows, anti-aliasing, shading, bump-mapping, sounds, collision detection, damage model, and input configuration are all strong areas.  It tends to lend itself well to realism and departing from fantasy environments.  Cross-platform, OS and hardware, is built into them which is another consideration for some developers.

 

About image file formats, bitmaps are a good choice when performance is not an issue, but otherwise with performance critical games then JPEG would be a better choice.  Lossless images add to a big demand in performance in scenes where there are many of them.  For performance demands, then also included shading and in particular bump-mapping. 

 

A good Java API will make all of these choices available to you.  Third party libraries with well designed editors are another matter for choosing an API.


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