Java, Swing, OpenGL and Jogl
by nantuko84
Moderators: nantuko84, CCGHQ Admins
Re: Java, Swing, OpenGL and Jogl
by DennisBergkamp » 05 Oct 2009, 18:52
Yeah, I know. I didn't actually load in 10k pictures though (only 300 or so). But still, some memory management on those textures needs to happen
And yes Nantuko, I was thinking the same thing. If either one of us ends up creating something, we could probably use that for both projects to some extent
In MTGForge the GUI is fairly separate from the rest of the code, I assume it's the same with MagicWars.

And yes Nantuko, I was thinking the same thing. If either one of us ends up creating something, we could probably use that for both projects to some extent

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DennisBergkamp - AI Programmer
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Re: Java, Swing, OpenGL and Jogl
by nantuko84 » 17 Oct 2009, 08:39
This morning was playing with swing and Deck Editor (you know I use one from MTGForge). It is how it looked like before playing:
http://games.softpedia.com/screenshots/MagicWars_2.jpg
Honestly I'm a little bit suprised how it was easy to change the overall appearance. And I've spent only 2 hours to make it look different that is amazing for me. And it is how it will be in new release.
You may not like the background, but anyway please take a look at the results:
http://img117.imageshack.us/img117/5241/deckeditor.jpg
I ask myself do I really need opengl? May be only to enhance performance.
http://games.softpedia.com/screenshots/MagicWars_2.jpg
Honestly I'm a little bit suprised how it was easy to change the overall appearance. And I've spent only 2 hours to make it look different that is amazing for me. And it is how it will be in new release.
You may not like the background, but anyway please take a look at the results:
http://img117.imageshack.us/img117/5241/deckeditor.jpg
I ask myself do I really need opengl? May be only to enhance performance.
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DennisBergkamp - AI Programmer
- Posts: 2602
- Joined: 09 Sep 2008, 15:46
- Has thanked: 0 time
- Been thanked: 0 time
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