Oh yes. i noticed i dont even need the bufferedImage. i edited my last post adding a ball animation. but it looks so fuzzy, should i try double buffering or something?
Type: Posts; User: NightMFC
Oh yes. i noticed i dont even need the bufferedImage. i edited my last post adding a ball animation. but it looks so fuzzy, should i try double buffering or something?
Do u suggest i go with something like this? or am i still getting it wrong? because the ball looks soo fuzzy =/
public class Start {
public static void main(String[]args){
Main main...
How do i use the EDT to paint within this example? can you give me a hint?
the rest is just some silly drawing g.fillPolygon(x[],y[],n);
import java.awt.Dimension;
import...
oh gosh its not that hard to get. yes im drawing in a Swing component, its just a Canvas. G is a reference to Graphics2D indeed.
here the full code:
import java.awt.Canvas;
import...
sure, its very simple.
long unprocessedTime = 0;
int frames = 0;
long nanoPerMove = 1000000000/60;
long lastFpsTime = System.currentTimeMillis();
while(running){
long now...
first of all yes, by fps i ment frames per second.
second, well i have to main methods. One that updates the scene , the other renders it. the fps measures system, in lapses of 1 second measures how...
Well thats my question.
When i run my code in eclipse my fps are 100, but if i open for expample a google chrome windows my code's fps goes up to 500. same happens if i open for example itunes, etc....