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Author Topic: New AmigaDE game in the works  (Read 4647 times)

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Offline AF

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Re: New AmigaDE game in the works
« Reply #14 from previous page: October 16, 2002, 01:35:46 PM »
Hyperion are working on Ami3D, which will help developers aiming to produce 3D games for the PDA market.

Read paragraph 6 of the following article for further details about developer tools in the works.
www.amigaflame.demon.co.uk/amisrwh.htm
 

Offline SlimJim

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Re: New AmigaDE game in the works
« Reply #15 on: October 16, 2002, 03:11:37 PM »
Looks interesting. Just about to learn graphics handling in Java in my university class. So soon I'll understand the Jami code-example as well! :-)
 
They sure have been keeping the AA development under tight wraps... Assuming there are indeed a lot going on (as it seems) not much is seeping out.
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Offline ghauberTopic starter

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Re: New AmigaDE game in the works
« Reply #16 on: October 17, 2002, 12:13:15 AM »
Quote
Just about to learn graphics handling in Java in my university class. So soon I'll understand the Jami code-example as well!


Maybe, maybe not :-)  The Jami code example does not use either Swing or AWT, that is, the graphcis handling there, while similar, is not the same as what you'll probably learn.

For graphics, Jami provides a resonably close mapping (there *are* differences) to the intent AVE and ami2d APIs.

The various "KeyListener" "MouseListener" and "MouseMotionListener" things in the code example show a part of Jami that is different to the AVE, and more like the AWT/Swing event model, but again, there are differences.  The TimedEvent thing is also something extra Jami provides.

The line "AVEDevice ave = new AVEDevice() " opens the AVE, Application app = ave.open("StarFieldDemo",true) initialises an application object to which we can add AVO components, the "true" signifying that we will use a separate event thread, rather than explicitly doing the lowlevel event stuff ourselves (i.e. in Jami you don't have to use a separate event thread if you don't want to).

The stuff in the code example referring to AVOs (Audio Visual Objects) are all intent/AVE specific, and works differently to AWT/Swing.

Regards,

Gabriel
 

Offline jarrody2k

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Re: New AmigaDE game in the works
« Reply #17 on: October 17, 2002, 12:28:51 AM »
Doesn't anyone think "Cannon Fodder" when they see that opening screen?  (Note: Font for menu items (perhaps also ex-Sensible Software production team??) )

Speaking of which, that game has actually been (is to be??) ported to the Gameboy Advance.  It would be interesting to see whether it could be ported over to the DE.  I also wonder if the game pad interface is feasible for such a game (it's original interface being so natural!)
 

Offline SlimJim

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Re: New AmigaDE game in the works
« Reply #18 on: October 17, 2002, 11:43:09 PM »
Quote
Maybe, maybe not  The Jami code example does not use either Swing or AWT, that is, the graphcis handling there, while similar, is not the same as what you'll probably learn.

For graphics, Jami provides a resonably close mapping (there *are* differences) to the intent AVE and ami2d APIs.

The various "KeyListener" "MouseListener" and "MouseMotionListener" things in the code example show a part of Jami that is different to the AVE, and more like the AWT/Swing event model, but again, there are differences. The TimedEvent thing is also something extra Jami provides.

The line "AVEDevice ave = new AVEDevice() " opens the AVE, Application app = ave.open("StarFieldDemo",true) initialises an application object to which we can add AVO components, the "true" signifying that we will use a separate event thread, rather than explicitly doing the lowlevel event stuff ourselves (i.e. in Jami you don't have to use a separate event thread if you don't want to).

The stuff in the code example referring to AVOs (Audio Visual Objects) are all intent/AVE specific, and works differently to AWT/Swing
[...]


 
Interesting. Have just began with Swing/awt. After having seen (very)  little in C++, I must say I feel those Java input methods (System.in...) are not all that easy for a beginner. In C++, all you had to to was a cin >> x for text input from the user... Here the easiest solution seems to be graphical input dialogs...
 Oh well. I'll just have to learn ;-) Thanks for the summary anyways.
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SlimJim