![]() ![]() Masters Games suggests the following additional rule invented by James Masters in 2002 which is wide enough to capture all such situations: The game is simply won when all the available points within the triangle are occupied. A number of anti-spoiling rules have been proposed - one work-around is to say that should one or more of the holes in the target triangle contain a peg belonging to another player, this does not prevent a player from winning. Anti-Spoilingĭebate has always arisen over the situation where a player is prevented from winning because an opposing player's peg occupies one of the holes in the destination triangle. Once a piece has reached the opposite area, it may not be moved out of the area but it may move within the area. It is permitted to move a piece into any square on the board including squares in areas belonging to other players. ![]() It does occasionally happen that a player is able to move a piece all the way from the starting corner across the board and into the opposite corner in one turn! After each hop, the player may either finish or, if possible and desired, continue by hopping over another piece. A hop may be over any coloured piece including the player's own and can proceed in any one of the eight directions. Where a hopping move is made, each hop must be over an adjacent piece and into the vacant square directly beyond it. The piece may either be simply moved into an adjacent square OR it may make one or more hops over other pieces. Players take turns to move a single piece of their own colour. The PlayĪ toss of a coin decides who starts. In this case, the game is won when all the available points within the area are occupied. Should one or more of the squares in the target area contain a piece belonging to another player, this does not prevent a player from winning. The aim of the game is to be the first to player to move all pieces across the board and into opposing corner, within area delineated by the heavy line. When 2 players play, 19 pieces are positioned in the appropriate opposing corners in formation 1 - 2 - 3 - 4 - 5 - 4 when 4 players play, 13 pieces are positioned in each corner in formation 1 - 2 - 3 - 4 - 3. Pieces are usually flat disks like draughtsmen or upright like the classic pawn in chess. Two opposing corners additionally have another heavy line which delineates the 19 corner squares for the initial position of the pieces in the 2 player game. In each corner, a heavy line delineates 13 squares, which are the starting squares for pieces in the 4 player game. From what I have found on my research, canvas seems to be the best way to render a game in JavaFX.A Halma board consists of 16 x 16 small chequered squares. I can't seem to find why doing so little takes so much on my CPU and GPU and can't find a solution on how to improve my game perfomances. My rendering is very smooth and fluid but the CPU usage is way to high for what it makes. I can't just stop rendering the canvas when nothing happens in the game, because I need to render my animations.Īnd basically redraw only partials areas of the canvas doesn't change anything because my basic test (shown above) only redraw a 50x50 pixels rectangle on the upper left corner of the canvas, and it still uses 25%+ of the CPU.Īll the examples of game loop or animations made with JavaFX that I have found on the web uses the same techniques, but every one I have tried so far have a high CPU usage. The hardware acceleration is running, besides my CPU usage, my GPU usage is around 30%. My canvas is scaling on my application's window size, but I'm simply redrawing a 50x50 black rectangle each frames, at 60 FPS my CPU usage increases by 8-10% on default window size, but on full screen my CPU usage increases by 25% to 30% which is insane. Gc is the graphicsContext2D of my canvas. My render function is very simple : public void render() In this configuration I'm running my game loop at 60 FPS, and the changes are running on the FX application thread. It seems to be the best way to update the canvas at the frame rate I want : private void initGameLoop()įinal Duration oneFrameAmt = Duration.millis(1000/60) įinal KeyFrame oneFrame = new KeyFrame(oneFrameAmt, actionEvent -> It doesn't come from big calculations because I tried with very basics manipulations in the canvas, as shown below, and the problem was still there.īased on research I have made, I use a TimeLine to implement my game loop. I am rendering my game into a canvas which is updated each frame.īut updating the canvas at 60 FPS strongly increases my CPU usage, and of course my GPU usage. I'm working on a simple JavaFX 2D game and I encounter performance issues. ![]()
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