This isn''t a "Which is better" thread, but I''m hoping to prompt a discussion the strengths and weakness in using each in game development. Also, though it is an issue, for the sake of argument, lets assume that all users will have the latest 1.3 JRE.
To start this, I''ll take a stab at it..
ASSUMPTION: In this case, assume that the game will not use many controls and will mostly be done as Images drawn onto a canvas (i.e. even menu structures will be images).
AWT: The advantage I can see is it''s lightweight nature. For most non-puzzle games, I want all I can get from a system, and the more lightweight my window/applet can be, the better in the long run. Since I''ll be tracking mouse events and keyboard events on the main canvas, and not using controls, this should be enough...Of course, I''ll need to use double buffering.
SWING: This is a bit more heavyweight, but gives me some advantages. One is that it will handle double buffering for me (swing does this automatically...). I''m not sure how much of a performance penalty I''ll see after double buffering is factored in (does anyone know?), for all I know, this could be faster in the end. PLAF doesn''t do much for me, as I''ll be doing all interface through images.
Anyone want to take a stab at the pros and cons? I''m sure that as game developers, we have differing needs than the average Java programmer would experience (especially since the average Java programmer works server-side lately).