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Preview: SourceForge.net: SF.net Project News: Java Isometric Engine

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Last Build Date: Wed, 05 Mar 2008 00:29:11 -0000

 



New License

Wed, 05 Mar 2008 00:29:11 -0000

JIsoMan has been rereleased under a more friendly BSD License. If anyone wants to make use of som eor all of the code, they can do so without worrying about the commercial viability.




Keyboard Input

Mon, 12 Jul 2004 21:56:32 -0000

The next step is to get keyboard input working. the W,E,S,D keys will move the avatar around the grid, and I will make some other keys too.




redesign complete

Fri, 09 Jul 2004 22:36:09 -0000

the redesign to a less OO paradigm for hte name of speed is complete. I'm noticing a large speedup and I think the code will look cleaner too when everything has been cleaned up.

I'm still waiting for java 1.5 to come out so I can render all the sprites and stuff in hardware.

My next goal is going to be to improve the projectile code




redesign

Fri, 09 Jul 2004 16:03:44 -0000

I'm redesigning a lot of the map elements including tiles and walls. I'm going back to the old method of having walls in between tiles, but I'm going to use primitives for the information and this will give me a huge speedup.




screenshots are up

Thu, 08 Jul 2004 19:26:23 -0000

check out the project website for screenshots.

http://ucfpawn.homelinux.com/jisoman/




still working on walls.

Tue, 06 Jul 2004 03:41:41 -0000

I haven't totally fixed some of the problems with walls, since now I made walls their own tile instead of making them in between tiles, but I'm working on it




Back Alive

Fri, 25 Jun 2004 20:10:11 -0000

hey everyone, I decided I'm going to try and see what I can do with this project. I still have major frame rate issues, but I figure I"ll take a second stab at it and see what I can do.




back to java2d

Fri, 07 Nov 2003 23:15:02 -0000

I found an awesome optimization idea and, as a result, I'm able to stick with java2d and get awesome frame rates (150+ fps!). Update coming out sometime soon, or you can get it from the cvs




JOGL

Sun, 02 Nov 2003 22:24:48 -0000

OK guys, I got a solution.

I'm going to use JOGL and use opengl to draw the map.

Don't expect me to update for awhile, lol.

But when I do update, it will be huge (I hope).




Update

Fri, 31 Oct 2003 18:08:47 -0000

This version runs a lot faster, but to fix the occlusion problem, I need to either
(1) create my own z-buffer and make the VolatileImages into BufferedImages so I can use setpixel, and so an expensive pixel-by-pixel z compare in software
(2) use an opengl or sdl extension, so the graphics card can do the z-buffer in hardware

I'm leaning towards number 2, so I'm looking into jsdl. I'll keep everyone posted.