Best of luck with this. I thought you were doing a server in C though?
For GPU rendering, you can probably check vs runelite. The way they do it is kinda jank but it should get you a quick and dirty rendering of the game world.
Also, regarding 5. Migrate from old and deprecated technology (remove applet, look at migrating to jfx).
I am in the process of changing the window management/keyboard/mouse classes to use GLFW.
Best of luck with this. I thought you were doing a server in C though?
For GPU rendering, you can probably check vs runelite. The way they do it is kinda jank but it should get you a quick and dirty rendering of the game world.
Also, regarding 5. Migrate from old and deprecated technology (remove applet, look at migrating to jfx).
I am in the process of changing the window management/keyboard/mouse classes to use GLFW.
Haven't worked on the C server for about six months. Wrote about three (winsock, libevent and kqueue), and even a C++ version. Too self critical to post so binned it pretty much, if I can find a copy i'll upload lol, only has basic rendering player rendering and npc rendering though (think I sent a copy of to my brother of the implementation that used kqueue so will see if I can dig it up).
Decided I wanted to start a project that people might actually use, which is why i'm putting effort into a DSL.
Regarding 5, are you doing that in C or with something like LWJGL?
Haven't worked on the C server for about six months. Wrote about three (winsock, libevent and kqueue), and even a C++ version. Too self critical to post so binned it pretty much, if I can find a copy i'll upload lol, only has basic rendering player rendering and npc rendering though (think I sent a copy of to my brother of the implementation that used kqueue so will see if I can dig it up).
Decided I wanted to start a project that people might actually use, which is why i'm putting effort into a DSL.
Regarding 5, are you doing that in C or with something like LWJGL?
jGLFW ([Only registered and activated users can see links. ]) currently. I was wanting to avoid dedicating on using LWJGL due to the way the library handles the buffers. Although those are great for using unsafe for OpenGL performance, one thing I am thinking about is experimenting with building a native image via GraalVM.
jGLFW ([Only registered and activated users can see links. ]) currently. I was wanting to avoid dedicating on using LWJGL due to the way the library handles the buffers. Although those are great for using unsafe for OpenGL performance, one thing I am thinking about is experimenting with building a native image via GraalVM.
That looks decent. You'll have to keep me updated and eventually compare my fx implementation and see which ends up easier / better to do (if fx is shit i'll migrate to jglfw). Yeah there's a lot of talk about GraalVM recently. Interested but not sure my brain can handle another addition to the already large project (perhaps when I open source someone will do it), this is why I made the thread in the first place as I was losing track of how much to do and this is an okay platform for organising thoughts like this.
That looks decent. You'll have to keep me updated and eventually compare my fx implementation and see which ends up easier / better to do (if fx is shit i'll migrate to jglfw). Yeah there's a lot of talk about GraalVM recently. Interested but not sure my brain can handle another addition to the already large project (perhaps when I open source someone will do it), this is why I made the thread in the first place as I was losing track of how much to do and this is an okay platform for organising thoughts like this.
I mean I dont really think javafx is the best bet to use for the client, I mean it'd work fine for an accessory UI/client (similar to runelite). However, if you wanted to easily integrate it with a client, you would need to use that in combination with jogl or lwjgl to actually have access to the native drawing methods.
Last I checked there were no cheaphacks/workarounds to access the underlying graphics layer so you would be building ontop of it and essentially implementing a scenegraph on a scenegraph.
[Only registered and activated users can see links. ] is a nice overview.
I mean I dont really think javafx is the best bet to use for the client, I mean it'd work fine for an accessory UI/client (similar to runelite). However, if you wanted to easily integrate it with a client, you would need to use that in combination with jogl or lwjgl to actually have access to the native drawing methods.
Last I checked there were no cheaphacks/workarounds to access the underlying graphics layer so you would be building ontop of it and essentially implementing a scenegraph on a scenegraph.
[Only registered and activated users can see links. ] is a nice overview.
That might be a nice overview but it was last updated in 2013. JavaFX has come a long way since then. You can definitely access native drawing methods now.
[Only registered and activated users can see links. ]
That might be a nice overview but it was last updated in 2013. JavaFX has come a long way since then. You can definitely access native drawing methods now.
[Only registered and activated users can see links. ]
Are you pointing out the line that states "JavaFX 13, released September 10, enables native rendering by supporting WriteableImages backed by NIO bytebuffers, which are direct buffers used in native code. "