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  to JET or not to JET...  (Read 4987 times)
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Offline AndersDahlberg

Junior Member





« Reply #30 - Posted 2003-09-09 16:31:21 »

Maybe because java is bigger than just Sun (I'm not implying that sun hasn't made some great stuff too though...)?

1.4 was a great step forward for gaming on "pure Java" (which IMHO was one of the biggest marketing failures ever) and even more so for gaming on *java* (i.e. ~cross-platform but not "pure" in the stupid "pure java" marketing ploy)

1.5 will be even better, probably a high-res timer (no need longer to use non-standard timers, even though that shouldn't be a big issue) and even better java2d graphics performance (at least on linux - opengl).

I would say though that you today can write high performance (hi Cas Wink games on java (1.4.2)! And it will only become easier and better Smiley
Offline princec

JGO Kernel


Medals: 282
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #31 - Posted 2003-09-09 17:04:32 »

We're working to make LWJGL the best choice for games development despite JOGL, JOAL, and JInput, by virtue of being very, very, focused on the task at hand. Without the baggage of AWT to worry about we are able to do all sorts of things in a wonderfully simple way. The new Sun libraries are an excellent choice for a very full-featured platform; but we're concentrating on crossplatform games and games alone, and we've made a very deliberate decision to make our API super-easy to get onto a console...

Right now all that LWJGL lacks is MacOS support.

The reason I use Java was never because of the standard libraries, it was because of the easy syntax and extreme friendliness of the JVM. Loads of the stuff in the standard libraries makes life incredibly easy for a game developer as it is; serialization, RMI, etc. etc. just make some things which are a huge chore in C++ entirely trivial in Java. The only thing missing was proper game API support: we've got that now.

I'm looking forward to generics because they'll allow me to write more correct code first time and with less typing. Net result: cheaper.

I'm also rather fond of the fact that Java is free Cheesy

Cas Smiley

whereisthemoney
Guest
« Reply #32 - Posted 2003-09-10 01:32:42 »

Quote
I'm also rather fond of the fact that Java is free Cheesy


Well, not the way (JET) you use it Wink

Thanks Smiley
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Offline SpongeBob

Junior Member




Who lives in a pinnapple under the sea


« Reply #33 - Posted 2003-09-10 02:19:15 »

Quote

Everyone in the forum who's doing games seriously they're using LWJGL?


No.

Quote

Why go through all the trouble and use all these JNI calls and other shortcuts if you think the AWT isn't good enough. Just to use garbage collection and avoid pointers?


JNI allows API writers to create java methods that expose native functionality.  With a little work API writers can even make these APIs crossplatform.  We'll use LWJGL for example:  a bunch of people wrote the API and dealt with the evil pointers and other native nastiness.  Now, if you use the API you write pure Java.  Surprise!
Offline DaveLloyd

Junior Member




Making things happen fast with Java!


« Reply #34 - Posted 2003-09-28 14:18:14 »

Quote
Aha.  Ehe.  Hm.

Because, in truth, I *LIKE* Swing.  It does the job.  Perhaps not well, but it does the job.

I'm waiting for the day Sun tells us Swing's being rewritten on top of OpenGL.  Now THAT would be cool.


I have to agree - Swing is a very powerful GUI all the more so because you can use its peers and models to create a user interface that doesn't look at all like the standard metal feel. I have used JList for example to produce a nice zoomy Mac-style finder. I find that a lot of game guis are very irritating because they've only implemented half the widget functionality - scrollbars are a typical bugbear often not responding to scrollwheel or handle drag badly when the list is too long, etc., etc. Swing gives you great building blocks that can save a lot of effort and Java is all about doing the job once, right.

I also wish Swing would work with OpenGL... But then again it should be possible to set up an offscreen graphics context for the Swing components, copy it into the GL buffer every frame and pass back the mouse clicks. Hmmm. Might have to do some experiments!

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