java demo coding
category: code [glöplog]
Apples to Oranges since 1995. ;)
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modern versions of processing handle fullscreen without any problems.
Sure. But only in full resolution of the default desktop. That's not what I want/need.
(And yup, I know, there are 3rd party solutions. Like always, there are cumbersome ways to circumwent limitations like these, but see my point below...)
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As to limitations, you can just use pure OpenGL if you want. That's about as unlimited as it gets.
The point of using a RAD tool like this, is (to me) not needing to use bare OpenGL, but have all the things nicely encapsulated and being able to script a demo in less than 500 LOC in a single file. If I need to put the same amount of energy in a Processing app than in a C#/C++ app, then I might as well go with the more powerful platform and use the much better development tools as well.
Overall I feel Processing served its purpose but got supplanted by better options a while ago.
Java Grinder : port simple java code to C64. I managed to get simple effects in a 40x25 resolution
I don't recommend it. Its like being punched in the face with one of these rings:
I don't recommend it. Its like being punched in the face with one of these rings:
Hmmm... Java is indeed nice for graphics coding.
There is a platform abstraction around that works like a charm, called LWJGL at http://www.lwjgl.org/ and there is also a D3D binding on https://github.com/httpdigest/lwjgl3-d3d11
From the IDE point of view, I would rather go for Eclipse or IntelliJ.
And for deploying your demo, just build a stripped down local JRE and add a tiny starter executable. Just invoke the JVM via code... it's not more than 10 lines of code.
On ircnet #lwjgl there is a small but focused community which helps you a lot.
There is a platform abstraction around that works like a charm, called LWJGL at http://www.lwjgl.org/ and there is also a D3D binding on https://github.com/httpdigest/lwjgl3-d3d11
From the IDE point of view, I would rather go for Eclipse or IntelliJ.
And for deploying your demo, just build a stripped down local JRE and add a tiny starter executable. Just invoke the JVM via code... it's not more than 10 lines of code.
On ircnet #lwjgl there is a small but focused community which helps you a lot.
biggest issue we had with java was only having available outdated opengl versions.
LWJGL supports all versions with nearly all extensions + OpenCL + OpenAL...