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About JimmyNeutron

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  1. JimmyNeutron

    Pixel Art and Screen Resolutions

    Thanks for the reply. I think I'll look into that idea of showing more of the game world to fill unused screen space. That just might work, given my current design.
  2. Hey there. I'm sure this has been asked before, but I haven't yet found a satisfactory answer. I'm working on a game in java that is supposed to look retro, you know, with pixels and such. So I draw my sprites to a small image (320 x 180) and scale it up to the largest multiple of that resolution that will fit on the user's screen. I heard some people say that you should scale to a power of two, but I don't see why it can't just be a multiple, since that will preserve the pixels as well.   Anyway, this works okay on some screens, but on others it wastes a lot of space around the edges of the screen. Say, for example, that the user's screen is 1440 pixels in width, and the game is rendering at 320 pixels wide. The largest multiple that will fit on the user's screen is 1280. This will waste 160 pixels of the user's screen width!   Now, you are probably familiar with the game "Doukutsu" (commonly referred to as "Cave Story"). That game, when played on my Mac, can be put into full screen mode. When this is done, it scales up to the maximum size that will fit on the screen (in other words, until it hits the maximum width or height). The game still has it's awesome pixelly art, but somehow it can scale up to the exact size of my screen (while still preserving aspect ratio, of course).   My question is, how can this be done? Thanks in advance for any advice!
  3. JimmyNeutron

    Java Multiplayer Design

      Thanks for the reply. What if I allow the players to host the games themselves? Do I make sure they know to use port forwarding, or is there something I can do to ensure that there is no NAT trouble?   Also, I kind of wanted to use the poll/drain method in my main loop, but I couldn't figure out how to read the socket until it's empty.
  4. This may seem like a broad question, but bear with me. I'm using Java to design a 2d multiplayer side scroller type game. I hear that UDP sockets are preferred for realtime/action games, so that's what I assume I will be using. My question is, what's a good design for the logic of a network system in Java? For example, should the server be multithreaded (one thread per client) or not? How do we do NAT hole-punching (or do we even need to)? That sort of thing.   Thanks in advance for any advice. 
  5. JimmyNeutron

    Legacy OpenGL

    Great! Thanks a lot for your help, everyone.
  6. JimmyNeutron

    Legacy OpenGL

    Okay, thanks for the info, guys. One more question: Which version of OpenGL would be most widely compatible across machines today?
  7. JimmyNeutron

    Legacy OpenGL

    Thanks for the reply. I'm gonna sound like a complete noob for asking this, but when you write a program that uses OpenGL (in C++, for example) will it compile into code that speaks directly to the graphics card, or does it depend on the target machine having some kind of software installed?   I guess what I mean is, do you need to have some kind of OpenGL software in order to run an OpenGL program, or do you just need it to write OpenGL programs?   Thanks again.
  8. JimmyNeutron

    OpenGL Legacy OpenGL

    How exactly does feature deprecation (and subsequent removal) work in OpenGL? For example, I know that a lot of stuff was deprecated (and later removed) with OpenGL version 3.0. Does this mean that a program written to use these features (such as the Fixed Function Pipeline) will not function on a machine that uses OpenGL 3.1+ drivers? I know this is probably a stupid question, but my computer is a 2006 iMac which doesn't have modern OpenGL on it, so I'm not exactly sure.   Thanks in advance!
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