554 reputation
217
bio website reindel.com
location Canton, MI
age 37
visits member for 3 years, 1 month
seen Feb 11 at 21:03

In summary I am a Christian, husband, father of two adopted children (Guatemala and Korea), and a software developer immersed in Web technologies for almost 15 years. I have experience leading projects on various technology fronts, including Java, .NET (C#) and PHP, and I've used MySQL, SQL, PL/SQL and Oracle for relational database development. I'm currently immersed in Java EE and the Spring Framework, and I enjoy working most with the Java technology stack.


Dec
26
comment Is the Key Bindings delay unavoidable in Java when pressing different directional keys quickly?
Which still does not answer my original question, does not address the issue that there is no sample documentation for keyboard input for the API you recommend, and demonstrates your total lack of willingness to help beyond posting a one sentence answer. I've had great success with this stack exchange and the community has been very helpful and polite. Don't ruin it for others who make an honest attempt to be involved.
Dec
25
awarded  Critic
Dec
25
comment Is the Key Bindings delay unavoidable in Java when pressing different directional keys quickly?
How about you take the time to read your own link. If it contains examples of handling keyboard input then you should point me at those because I'm not seeing it. If the only way I can use the library for keyboard input is by grokking source code then it's not something I'm interested in using.
Dec
24
comment Is the Key Bindings delay unavoidable in Java when pressing different directional keys quickly?
Where is it documented that I won't suffer the same problem with JInput? I can't find any good examples for easily detecting key presses with this API. It looks to be built primarily for emulating game controllers, which is not what I want.
Dec
24
asked Is the Key Bindings delay unavoidable in Java when pressing different directional keys quickly?
Dec
15
comment Why is interpolation passed into the rendering routine when the position and speed are related to the update routine?
Some of the problem may also be that I have no separate field for velocity. I'm moving the length of a tile (32 pixels) at a presumably fixed rate. If instead I did have a velocity integrated it might make more sense to me.
Dec
15
comment Why is interpolation passed into the rendering routine when the position and speed are related to the update routine?
I'm sorry to be so dense about this, but can you define "fixed time step"? I've read the terms variable and fixed time step, but don't quite understand simply what a time step is.
Dec
15
asked Why is interpolation passed into the rendering routine when the position and speed are related to the update routine?
Dec
5
comment Is it possible to achieve a smooth sprite animation with a fixed 60 FPS using Java 2D?
Hey that was it! It is definitely much smoother and that made a big difference.
Dec
4
accepted Is it possible to achieve a smooth sprite animation with a fixed 60 FPS using Java 2D?
Dec
4
comment Is it possible to achieve a smooth sprite animation with a fixed 60 FPS using Java 2D?
I'm going to give this a go and report back. I think this will solve the problem. I noticed in the example link that the answer solution detects the keypress and then basically animates synced to a separate adjustable interval until a different keypress.
Dec
4
comment Is it possible to achieve a smooth sprite animation with a fixed 60 FPS using Java 2D?
@nycynik Currently I'm using a custom KeyEventDispatcher, and then with each event (user holding the down arrow) it dispatches and notifies the actors. I didn't think about that, but maybe it isn't dispatching fast enough?
Dec
4
comment Is it possible to achieve a smooth sprite animation with a fixed 60 FPS using Java 2D?
The above example is simply an initial test of the rendering, and is by no means code complete. Eventually the levels and tiles will all be drawn separately, and there will likely be several actors. However, I don't want to get too far into it if I can already pinpoint a problem early on with the rendering strategy. Also, I can check the FPS, but the only way it wouldn't be 60 is if the rendering for a single small sprite took longer than 17ms and the TimerTask run calls bunched up.
Dec
4
comment Is it possible to achieve a smooth sprite animation with a fixed 60 FPS using Java 2D?
I don't currently have a tile system, so the sprite will ghost if I don't provide some background fill. Are you saying the FPS is not correct?
Dec
4
asked Is it possible to achieve a smooth sprite animation with a fixed 60 FPS using Java 2D?
Aug
5
awarded  Popular Question
Jun
30
awarded  Popular Question
Jun
21
awarded  Popular Question
Jun
10
awarded  Popular Question
Mar
20
awarded  Yearling