Hi:
I haven't had any 'jerkiness' yet with threads, altho I have not yet pushed them to the limit, processing-wise. I've only used them for 'server' applets.
I've seen several Java video games, however, that clearly have overcome that problem. The smooth graphics of some of them surpasses current games. There's several versions of 'Link' that are neat, an amazing set of racing games (their sprites move *perfectly* smoothly, at high speeds).
There's a simple example of such *with code* at the javaboutique.com -- the "asteroids applet". They use one thread to run a 'timeline' "loopThread", basically, and set it to priority 'MIN'. They also create thead just to load sounds "loadThread".
Then, in every 'cycle' of the thread, you put your 'turn' code. It's no different than 'turn' based, from a coding standpoint. You just make the turns run automatically, one after another.
The interface is the only difficult part . . .
I haven't had any 'jerkiness' yet with threads, altho I have not yet pushed them to the limit, processing-wise. I've only used them for 'server' applets.
I've seen several Java video games, however, that clearly have overcome that problem. The smooth graphics of some of them surpasses current games. There's several versions of 'Link' that are neat, an amazing set of racing games (their sprites move *perfectly* smoothly, at high speeds).
There's a simple example of such *with code* at the javaboutique.com -- the "asteroids applet". They use one thread to run a 'timeline' "loopThread", basically, and set it to priority 'MIN'. They also create thead just to load sounds "loadThread".
Then, in every 'cycle' of the thread, you put your 'turn' code. It's no different than 'turn' based, from a coding standpoint. You just make the turns run automatically, one after another.
The interface is the only difficult part . . .
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