Game in Java Applet--System resources/RAM

I am writing a Java GAME. It uses quite a bit of graphics, including several buffered images. Is there anything I should be awrned about if I am using lots of graphics with buffered images? I need to find out now, before it is too late.

If there is a forseable problem, how do I deal with it?

Thanks in advance,

Chip

[348 byte] By [JavaChipa] at [2007-9-28 15:08:29]
# 1
abit of a vague questio :SThere are lots of problems, most of which will be caused by the programmers lack of understanding :P
Abusea at 2007-7-12 11:52:17 > top of Java-index,Other Topics,Java Game Development...
# 2

I probably need to re-phrase the question.

I have a Java Game running in an Java Applet. It is probably quite RAM/memory intensive as it used a lot of buffered images. Are there any problems with using many buffered images in a Java/applet game. I guess what I am after is that I need to know if somehow the game will not work in a web browser or will be incredibly slow. Please help.

JavaChipa at 2007-7-12 11:52:17 > top of Java-index,Other Topics,Java Game Development...
# 3

Your question is still 2 vague to give a specific answer, but i'll have a go anyhow. (hell i love typing essays with only 1 left hand [the other is in a splint])

> I have a Java Game running in an Java Applet. It is

> probably quite RAM/memory intensive as it used a lot

> of buffered images.

how many is a lot?

I think you have a limit of 64mb in a 1.4 applet.

(can some1 who actually reads the JLS confirm this?)

how are you creating the buffered images?

which leads to the question...

are they automatic images?

using large numbers of automatic images can give unpredictable performance.

(if the number of images exceeds the available vram, you may get a lot of unnecessary caching into vram - which will cause slow down)

what type of bufferedimages are they? BYTE/USHORT/INT

do they have Alpha? if so, is it full TRANSLUCENCY or just a BITMASK

(at the moment only automatic images with BITMASK transparency will be hardware accelerated [and not on all platforms...])

All of these factors influence the speed and memory requirments (plus many others :S)

> Are there any problems with using

> many buffered images in a Java/applet game. I guess

> what I am after is that I need to know if somehow the

> game will not work in a web browser or will be

> incredibly slow. Please help.

>

Thats the biggest issue :P compatibility!

There are so many possible platform/hardware/browser configurations you'll be in for alot of work trying to get it to work properly on all of them.

Java

Write once, run anywhere (90% of the time)

Abusea at 2007-7-12 11:52:17 > top of Java-index,Other Topics,Java Game Development...