Tommy, thanks for

Tommy, thanks for commenting! :)

I've just opened some forums over at http://forums.newdawnsoftware.com/index.php so FECK discussion is easier. However,

The asteroids texture loader how no qualms about being dependent on AWT/Java2D (through ImageIO) - it makes it simple to understand and flexible for tutorial purposes. For my main code I don't want to be dependent on AWT/Java2D since I natively compile with GCJ to get the size down and don't want to be dragging in AWT. Additionally the ImageIO loading routines are painfully slow. TGA loading is really quick and once you've consider that you're going to be sticking the image in a compressed JAR in the end anyway - the size really isn't a factor. However, the FECK TGALoader only supports TGA's with no RLE (run length encoding) and only really in 32bit properly (i.e. with an alpha channel)

The game loop in Asteroids again is kept very simple for learning purposes - however, in my main games I prefer a fixed logic step - it makes physics/collision easier to handle and more importantly makes results repeatable on all platforms. I've learnt this the hardway with Tiltilation.

As you can see, I've just opened a forum for feck so feel free to come along and post more questions. I'll do my best to give you honest answers - even if the answer is "cause I like it that way" :).

Glad you found the code useful!

Kev

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