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	<title>Comments on: New Game Related Demo</title>
	<atom:link href="http://www.j2mearmyknife.com/2008/12/15/new-game-related-demo/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.j2mearmyknife.com/2008/12/15/new-game-related-demo/</link>
	<description>Code less, create more!</description>
	<pubDate>Wed, 08 Sep 2010 14:27:40 +0000</pubDate>
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		<item>
		<title>By: Ovidiu</title>
		<link>http://www.j2mearmyknife.com/2008/12/15/new-game-related-demo/#comment-25</link>
		<dc:creator>Ovidiu</dc:creator>
		<pubDate>Tue, 07 Apr 2009 18:24:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.j2mearmyknife.com/?p=396#comment-25</guid>
		<description>@limminy The "No Scene Loaded" message appears if you are using the scene manager framework. The scene manager is a very small framework I wrote just for the demo, to make the code easier to understand. You can safely use J2ME AMY KNIFE without the scene manager. Simply write your application the regular way and make use of the library classes.</description>
		<content:encoded><![CDATA[<p>@limminy The &#8220;No Scene Loaded&#8221; message appears if you are using the scene manager framework. The scene manager is a very small framework I wrote just for the demo, to make the code easier to understand. You can safely use J2ME AMY KNIFE without the scene manager. Simply write your application the regular way and make use of the library classes.</p>
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	<item>
		<title>By: limminy</title>
		<link>http://www.j2mearmyknife.com/2008/12/15/new-game-related-demo/#comment-19</link>
		<dc:creator>limminy</dc:creator>
		<pubDate>Fri, 06 Feb 2009 23:29:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.j2mearmyknife.com/?p=396#comment-19</guid>
		<description>Hi. Is it possible to prevent the "No Scene Loaded" screen from appearing when the app starts? I don't mind giving credit to J2ME Army Knife, but that particular screen looks a bit unprofessional.

Regards.</description>
		<content:encoded><![CDATA[<p>Hi. Is it possible to prevent the &#8220;No Scene Loaded&#8221; screen from appearing when the app starts? I don&#8217;t mind giving credit to J2ME Army Knife, but that particular screen looks a bit unprofessional.</p>
<p>Regards.</p>
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	<item>
		<title>By: Ovidiu</title>
		<link>http://www.j2mearmyknife.com/2008/12/15/new-game-related-demo/#comment-5</link>
		<dc:creator>Ovidiu</dc:creator>
		<pubDate>Tue, 13 Jan 2009 08:28:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.j2mearmyknife.com/?p=396#comment-5</guid>
		<description>@limminy

The performance of AbstractImage/SmartImage actually depends on the platform used. On my Nokia, it's actually as fast as the native Image object, but it is a lot more flexible and easy to use. 

Besides, AbstractImage/SmartImage allows direct real-time access to the underlying RGB data, whereas native Image does not. This means that if I want to create an animation (like wobble, or rotation) for an image, using SmartImage all I need is a source SmartImage, a transformation object, and a destination SmartImage (reused for every frame), and as a bonus I have instant access to all the pixels of the destination and source images. If, however, I want use the native Image class, for each frame of the animation I must create a new destination Image object (reusing the same Image object as a destination is possible, but doing so efficiently is a bit tricky and I have found that some phones don't handle it very well performance-wise). Furthermore, you cannot use stuff like transparency with editable native Image objects, and this is a big drawback (example: rotations are done WITHOUT preserving transparency). And, like I said, from my tests SmartImage is actually on the same performance level as native Image objects, sometimes only marginally slower.

I agree that SmartImage isn't the FASTEST solution available in all cases, but it offers a good performance vs features compromise. Plus, you can always draw a SmartImage on a native Image object, and use that instead of the SmartImage object. I also agree that some platforms handle SmartImages better than others, so your mileage may vary.

Best regards,
Ovidiu</description>
		<content:encoded><![CDATA[<p>@limminy</p>
<p>The performance of AbstractImage/SmartImage actually depends on the platform used. On my Nokia, it&#8217;s actually as fast as the native Image object, but it is a lot more flexible and easy to use. </p>
<p>Besides, AbstractImage/SmartImage allows direct real-time access to the underlying RGB data, whereas native Image does not. This means that if I want to create an animation (like wobble, or rotation) for an image, using SmartImage all I need is a source SmartImage, a transformation object, and a destination SmartImage (reused for every frame), and as a bonus I have instant access to all the pixels of the destination and source images. If, however, I want use the native Image class, for each frame of the animation I must create a new destination Image object (reusing the same Image object as a destination is possible, but doing so efficiently is a bit tricky and I have found that some phones don&#8217;t handle it very well performance-wise). Furthermore, you cannot use stuff like transparency with editable native Image objects, and this is a big drawback (example: rotations are done WITHOUT preserving transparency). And, like I said, from my tests SmartImage is actually on the same performance level as native Image objects, sometimes only marginally slower.</p>
<p>I agree that SmartImage isn&#8217;t the FASTEST solution available in all cases, but it offers a good performance vs features compromise. Plus, you can always draw a SmartImage on a native Image object, and use that instead of the SmartImage object. I also agree that some platforms handle SmartImages better than others, so your mileage may vary.</p>
<p>Best regards,<br />
Ovidiu</p>
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	<item>
		<title>By: limminy</title>
		<link>http://www.j2mearmyknife.com/2008/12/15/new-game-related-demo/#comment-4</link>
		<dc:creator>limminy</dc:creator>
		<pubDate>Mon, 12 Jan 2009 05:23:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.j2mearmyknife.com/?p=396#comment-4</guid>
		<description>Hello. I have been evaluating your library for use in an upcoming mobile game. I have rigorously tested the library, and I must say that it's an impressive piece of work. However, the AbstractImage (and as a direct consequence, SmartImage) classes severely bring down the frame rate whenever they are used [both in the emulator and on real devices], especially when compared to the native J2ME image class. This really limits their use in games, and I was wondering if you plan to optimize them any further.</description>
		<content:encoded><![CDATA[<p>Hello. I have been evaluating your library for use in an upcoming mobile game. I have rigorously tested the library, and I must say that it&#8217;s an impressive piece of work. However, the AbstractImage (and as a direct consequence, SmartImage) classes severely bring down the frame rate whenever they are used [both in the emulator and on real devices], especially when compared to the native J2ME image class. This really limits their use in games, and I was wondering if you plan to optimize them any further.</p>
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	<item>
		<title>By: shen</title>
		<link>http://www.j2mearmyknife.com/2008/12/15/new-game-related-demo/#comment-3</link>
		<dc:creator>shen</dc:creator>
		<pubDate>Wed, 07 Jan 2009 01:00:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.j2mearmyknife.com/?p=396#comment-3</guid>
		<description>good effects.i hope u will publish more game related magic effect like fire,lightning which frequently used in RPG games.</description>
		<content:encoded><![CDATA[<p>good effects.i hope u will publish more game related magic effect like fire,lightning which frequently used in RPG games.</p>
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