Was a specific framework used in the original Java-based Factorio 0.1?

Factorio 0.1 in Java achieved under 44 fps on empty maps. Could this be attributed to the lack of a GPU-optimized graphics engine or proper framework support?

The performance issues in Factorio 0.1 appear to be more related to the inherent limitations of early Java graphics handling rather than the absence of a dedicated, GPU-focused framework. My experience with early-stage Java projects indicates that many developers relied on what was readily available, often trading off potential optimizations for faster development. The Java Virtual Machine’s graphics support at the time was not designed for high-performance rendering, which likely resulted in lower frame rates even when managing simpler scenes.

The original implementation of Factorio 0.1 in Java seems to have suffered from limitations inherent to early Java graphical frameworks. In my experience working with Java-based games, performance bottlenecks often stem from the use of less optimized graphics libraries and frameworks that are not designed for modern GPU acceleration. It is likely that the framework support at that time did not provide the necessary functionality to fully utilize hardware capabilities, resulting in suboptimal frame rates, particularly on empty maps where rendering overhead should ideally be minimal.

im not convinced they used a specfic framework. early version had lotsa tech limtations and js java’s quirks. seems more like prototyping medhods than any gpu-optimized engine was in play.

hey, im curious if it was just outdated tech or a lack of proper framework integration. maybe the limitation lied in jvm gfx handling? what do u reckon about optimziation possibilities and hidden tweaks back then? curious for more insights!

lol im thinking it wasnt about missing a specific framework, but more the early java rough setup. jvm hardly built for high-perf rendering, and devs were using quick hacks. so optimziation just wasnt top of the list back then.