Which following methods(about developing game) do you suggest to use?

Q1a)1 ghost->create 1 thread to process its action.b)all ghost are processed by 1 threadQ2a)directly paint all ghost Images in appletb)Implement some JPanel objects ,which paint a ghost Image,in applet
[268 byte] By [perfectlifepan] at [2007-9-30 10:37:12]
# 1
Q1 b)1 Thread per sprite would be madness, multiple Threads should only be used for processes involving IO - networking & sound primarily.Q2 a) (active rendering)For games involving considerable animation, AWTs passive rendering system is totally unsuitable.
Abuse at 2007-7-3 19:37:06 > top of Java-index,Other Topics,Java Game Development...
# 2

>For games involving considerable animation, AWTs passive rendering system is totally unsuitable.

You would think that, but I have a whole group of students that refuse to believe me and turn in Swing GUI games all the time....it baffles the mind (and we are talking rather complex games like Pipe Dream, Excite Bike, Oregon Trail etc...)

I wonder what causes this phenom, as most people seem to strongly dislike Swing/AWT passive rendering approach, but won't ever seek out anything new...

Seekely at 2007-7-3 19:37:06 > top of Java-index,Other Topics,Java Game Development...
# 3

I guess it's the fact that people are taught GUI programming in terms of components (buttons, panels, labels, etc) and try to use those for everything. It should be made clear that there's nothing magical about the component classes that come with Swing/AWT, and that it is very easy to create a simple custom component with custom painting.

Matei at 2007-7-3 19:37:06 > top of Java-index,Other Topics,Java Game Development...