Game API's or software

Hello,
I am new to BB development and am trying to figure out how to make games? Say for instance the games BrickBreaker or Tetris for the blackberry's. What Java specification was used to make these animated games? Are they SVG, Flash, etc.? I know i may be way off but any clarity on the matter is greatly appreciated.
weblogicguy

Yeah, they suckered me on that one too. I did a double take and said "When did *that* happen!?".
Gaming in J2SE is usually handled via the fullscreen Java2D APIs. The terms you need to be most familiar with are BufferStrategy, Automatic Image, BufferedImage, and VolatileImage. Between these APIs, you have everything you need to do fast 2D graphics. Of course, there are some great libraries out there to help you out:
LWJGL - This is a thin Java -> OpenGL layer that's perfect for creating the next Quake in Java. If you're so inclined, you can also do 2D graphics by way of some 3D transformation voodoo.
Upsides: This sucka's fast; Well supported by the community
Downsides: Difficult to learn (OpenGL); Not ported to all systems (yet)
http://java-game-lib.sourceforge.net
Planetation - This is ZParticle's own library he created for his Java2D gaming needs. It's got some really nice features such as a map editor, scrolling maps, and automatic sprite pooling. (Jump in here if I'm missing something Z.)
Upsides: A very fast Java2D gaming API; complete end to end solution
Downsides: The entire system is designed around the Map Editor. This makes it tough to plug in your map enhancements.
http://www.scottshaver2000.com
GAGE - GAGE is a library I wrote after being inspired by Planetation. It handles features such as Parallax Maps, Collision Detection, Sound, Sprite handling, Hi-Resolution timer, and other fun features. The API was designed to be as open as possible so that you only have to use parts you want to use. It doesn't define any file formats.
Upsides: Cleanly written; Lots of great features
Downsides: Still new; No Map Editor (Don't be lazy! Build one yourself! ;-)); Some APIs may change before codebase stablizes
http://java.dnsalias.com
As the previous poster mentioned, all these are discussed on JavaGaming.org, with the later two also having boards on http://www.scottshaver2000.com/forum.

Similar Messages

  • My Game API

    I just discovered this Forum and couldn't help but
    mention I have been working on a game API since early
    97. I am still working on it (doesn't pay the bills)
    However, I think I have the absolutely most efficient
    and robust API for games for many many reasons.
    1- 100% double buffered graphics.
    2- I handle Events from the Frame downwards in an internal list
    100% rewrite and internal handling of
    mouse and keyboard events.
    3- I don't use components. Events are dispatched
    from the parent Container which means 1 listener.
    4 - The graphics output Thread is timed precisely
    This means NO race conditions and SMOOTH graphics.
    5 Layering is a product of the Graphics output Thread.
    This means very little extra processing to swap
    * "Component" layers.
    6 100% retentiion of Alpha value on layered
    components. This means you can have a
    component of any shape on a Component of any shape.
    7 A built in Spline() class for Gob() "Sprite"
    movment.
    8 SuperBitmaps()
    "Scrollable Bitmaps that are larger than
    the visible the display."
    8 Full X/Y/Z space
    9 Built in Java Object Server and class
    permission registery.
    10 Configurable from a simple text file.
    11 Built in 100% Component swap on Event
    dispatch means you can change EVERY component comprising the display in 1 display iteration. This makes changing the display on an event VERY fast and smooth. I would venture to say faster than windows
    updates ALL its components (Which you can
    actually see being drawn on windows)
    12 AnimGob() class for animated graphics
    objects.
    Note:
    ** actually they are Gobs() of "GraphicsObjects"
    I said Components so you would know what it essentially is.
    *** The Graphics IO and Threading were designed
    around some of the superior concepts of Amiga Copper
    Lists for anyone who understands or cares :)
    There are many things I don't have time to mention.
    Currently I have the Object server "java.io"
    yanked and I am preparing a new java.nio version.
    For those who want to test the API.
    (requires JDK1.4)
    http://hyperbyte.ab.ca/JavaZone
    Now there are some issues of course but this
    displays the concept and java is fast enough
    for games.
    Oh yes and it runs as an signed Applet OR
    a java Application verbatim.
    AND I have an exact Win32.exe version.
    Well one day I may actually do
    real documentation.
    Hava fun :)
    Tony Swain
    Senior V.P. of Software Development Hyperbyte inc. http://www.hyperbyte.ab.ca
    Netscape DevEdge Champion Devs-Java Newsgroup
    snews://secnews.netscape.com/netscape.devs-java

    Hmm I replied to this quit a while back but it
    seems to have gotten lost.
    Do you use native timing or System.getMillis or do you
    use timer like that at all?There are 2 timer paradigms. Native timeing is
    used for Thread preemption and notification and
    getMillis is used for a real time clock.
    I have a new class which servers as a central
    time registry and uses native timing for
    what I call a "Heartbeat" timer with one second
    resolution. Thus there are ATM 3 methods of timing.
    The tightest is the Graphics output Thread
    which has a 20ms resolution. I call this the
    "Exec Constant" because it is the minimum preemption
    I have found after much testing that one "SHOULD"
    give so that the underlying OS has enough time for housekeeping.
    Otherise you get issues such as under MS Windows where a socket
    connects and you loose control of you gui because it is locked
    out. This NEVER happens under HyperView. It takes care
    of its own preemperion and can NEVER race. Even if you
    called its paint() method from 20 Threads it should keep
    running smoothly. It forces proper serialization.
    The output is designed/inspired by Amiga Copper lists.
    Do you use eventDispatched for catching the events?
    This is good if there is only few listeners, such as
    keyboard and mouse alone, but it gets very slow when
    window listeners are involved.I started this after the initial release of JDK1.02.
    It became obvious very quickly that there was grave
    deficiencies in the origianl event model.
    As such I designed my own handlers for Events
    which run in their own Threads. This is WAY more
    efficient because there is almost no processing done
    in the mousePressed() method for example.
    The Mouse listener simply accures the events and then notifies
    the handler. This mean the mouse event Thread never gets
    bogged down my too much processing becuase it is simply free
    to keep accruing the events without worrying about what
    the events do. Same for the keyboard.
    Also, there is only ever ONE event listener.
    It hands the events to respective handler, and
    The handler processes the event.
    There are 2 methods of event handling.
    One which requires an Object called "Dispatch()"
    And the other a more lightweight method of
    overwriting the "Component's" inline event methods.
    Note: I say component for clarity BUT the HyperView Does NOT
    use Components at all. It has its own version which are
    called "Gobs" for "Graphics Objects" This is
    similar in concept to the old Amiga Bob or Blitter Object.
    Do you have any documentation? I believe you don't
    want to release source for such project otherwise it
    would have been in the jar, correct? I want to eventually BUT I think it is too early yet.
    There are too many issues I must fix. For example
    Splines sometimes loose their direction in the Z plane.
    Hmmm :( Thus they end up going backwards.. Shrug.
    I have 5+ years of optimitation into this, but I have
    not worked on it much for the past 2 years because
    it doesn't pay $$$ and I have to concentrate other
    paying code. However, it is my intention to
    have others work on it eventually. It comes down to
    I am very picky in the "A real programmer will
    work 90 hours to increase the speed of a critical loop
    by 90 nano seconds" sense.
    The only problem
    is that without the docs it is quite limited.I understand. I will post many more examples
    in the next month.
    I'm not
    trying to snatch your code or anything, I'm using
    OpenGL for my graphics, but I tried playing around
    with it and failed.What failed the Applet or Open GL?
    Sounds like a cool idea you have been developing.Thanks! It is my baby. The premise behind it is
    simple "Efficiency" Java is efficient enough if one
    takes care to avoid various pitfalls. Probelm is
    there are maybe 1% good programmers and 99% bad ones.
    I mean of the I should put a subrouine every 5 lines variety
    the more objects I instantiate on the fly the better variety.
    There are many things you do not see happening.
    For example there is a complete Java Object Server
    built into the Applet. THus once you run the Applet
    you are at once p2p ready. However, I am replacing
    this server with a new one based on java.nio.
    Several of the clases I wrote under JDK1.3
    Sun incorporated likewise into JDK1.4. For
    example ByteBuffer and Preferences. I
    am going to switch from my version to theirs.
    The new nio bases server is many times better
    and is non blocking. Under 1.3 I NEVER blocked but
    looped around the available() method.
    anyway I could go on and on about this...
    You can write me for more info
    (Spam avoider)
    tswain(at)hyperbyte.ab.ca
    Sincerely:
    Tony Swain

  • GAME - API`s available?

    Hi everyone!
    As i surfed to http://java.sun.com today i saw the "GAME API" in the Highlights section. After a closer look i realized that this GAME API is designed for MIDP - useless for me because it has its focus on wireless devices.
    Now my questions: Are there official (sun) or 3rd party game api's for J2SE, where can i find them and which one do you recommend?
    greets
    mike

    Yeah, they suckered me on that one too. I did a double take and said "When did *that* happen!?".
    Gaming in J2SE is usually handled via the fullscreen Java2D APIs. The terms you need to be most familiar with are BufferStrategy, Automatic Image, BufferedImage, and VolatileImage. Between these APIs, you have everything you need to do fast 2D graphics. Of course, there are some great libraries out there to help you out:
    LWJGL - This is a thin Java -> OpenGL layer that's perfect for creating the next Quake in Java. If you're so inclined, you can also do 2D graphics by way of some 3D transformation voodoo.
    Upsides: This sucka's fast; Well supported by the community
    Downsides: Difficult to learn (OpenGL); Not ported to all systems (yet)
    http://java-game-lib.sourceforge.net
    Planetation - This is ZParticle's own library he created for his Java2D gaming needs. It's got some really nice features such as a map editor, scrolling maps, and automatic sprite pooling. (Jump in here if I'm missing something Z.)
    Upsides: A very fast Java2D gaming API; complete end to end solution
    Downsides: The entire system is designed around the Map Editor. This makes it tough to plug in your map enhancements.
    http://www.scottshaver2000.com
    GAGE - GAGE is a library I wrote after being inspired by Planetation. It handles features such as Parallax Maps, Collision Detection, Sound, Sprite handling, Hi-Resolution timer, and other fun features. The API was designed to be as open as possible so that you only have to use parts you want to use. It doesn't define any file formats.
    Upsides: Cleanly written; Lots of great features
    Downsides: Still new; No Map Editor (Don't be lazy! Build one yourself! ;-)); Some APIs may change before codebase stablizes
    http://java.dnsalias.com
    As the previous poster mentioned, all these are discussed on JavaGaming.org, with the later two also having boards on http://www.scottshaver2000.com/forum.

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