Java Edition ( Classic) Decem( Indev) Febru( Infdev) J( Alpha) Decem( Beta) Novem( Release) Bedrock Edition Android: AugiOS: NovemFire OS: ApGalaxy Store: Unknown Windows Phone 8.1: DecemFire Phone: 25 July 2014 Windows: JGear VR: ApOculus Rift: AugChrome OS: September 2016 Apple TV & Fire TV: DecemWindows 10 Mobile: FebruXbox One: SeptemWindows Mixed Reality: NovemNintendo Switch: JiPadOS: SeptemPlayStation 4: DecemPlayStation VR: SeptemLegacy Console Edition Xbox 360: Xbox One: SeptemPlayStation 3: DecemPlayStation 4: SeptemPlayStation Vita: OctoWii U: Decem Nintendo Switch: Pi Edition FebruEducation Edition Novem New Nintendo 3DS Edition Septem Other Ocean Interactive ( New Nintendo 3DS Edition)īackwards Compatibility Education Edition.Xbox Game Studios ( Bedrock and Education editions).I wonder if the vertical flyback technique is still ever used (or even can be nowadays)? BTW there are lots of game engines/libraries on the web which saves much reinventing of wheels.
Another Windows technique is ‘bit-locking’. Directx for Windows was developed to provide programmers for Windows with such functions (given that Windows necessarily restricts access to the hw). When the back buffer is ready, you switch buffers – moving the back buffer to the front and so changing the front buffer to the now back buffer which is ready to be drawn on again. The basic idea of that is you draw the new screen on the back buffer while the front screen buffer is on screen. And other techniques such as screen switching of front and back screen buffers to give the smoothest/flicker-free displays, etc. ANDing masks to the screen followed by ORing the sprites into the hole made by the ANDing – in order to achieve transparency (and maybe perform absolutely pixel-accurate collision testing). It’s quite a few years now since I wrote any games but I expect the same old techniques are still used – e.g.
Java 3d game development code#
Also, I don’t think Java apps are quite as quick as C generated native code apps. Not really familiar with Java, I too thought that Java lacked the pointer manipulation of C. With 3D games, tools such as, say, 3D Studio or even autocad, are used to provide model and maybe surface meshes. 3D games, more often than not, use vector graphics with fast fill routines/rendering engines. Actual genuinely pixel-accurate collision detection is usually a major speed killer and CPU cycles hogger and is usually not necessary. For sophisticated ‘pixel accurate’ collision games, a circular pick region is usually used. For many games, where, say, sprites are used, a simple, very quick to check, rectangular pick area is sufficient.
Many games use a standard ‘pick area’ for collision testing. How accurate and fast the detection is is usually decided by the game. In almost all games, most of the logic of the game centers around the collision detection. But the other concern (and arguably, really the main concern) is ‘collision’ detection. The main parts of a game (‘arcade’ type games assumed here) – from a programmer’s perspective are fluid, flicker-free and fast movement. Games programming, including 3D, games, is possible in Java – but not having written any Java games myself I can’t really comment on using Java for writing games. Hi ‘C’ is the best programming language for games – given the right libraries.