I know that java is an internet based programming language.
Anmol Mahatpurkar wrote:I have heard that Desktop games require the use of pointers.
This is not supported by java.
Also, is C++ is the only language for game development or are there other options?
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Mich Robinson wrote:The reality is that even converting a game from a Java application to a Java applet requires all sorts of changes.
Then there's the problem that end users most often don't have Java on their PC's.
They also see Java security scares and now see Java as a risk rather than as a safe option.
Next there's the performance side of things - Java is actually pretty quick these days but it can't compare with a natively compiled program.
The overriding reason to use C++ though is simply because the gaming industry tends to use C++ with just a few exceptions (minecraft).
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Winston Gutkowski wrote:I can't think of anyone I know who doesn't have Java on their phone
They also see Java security scares and now see Java as a risk rather than as a safe option.
Then IMO, they're mistaken. And even if they weren't, the language at least safeguards you from the literally thousands of ways you can crack/misuse C/C++.
Ulf Dittmer wrote:Since we're talking about the client-side, I think anyone would be justified in regarding the JVM sandbox as insecure at this point. While running an applet or WebStart app from a particular company is mostly a question of how much I trust that company, the fact that once I enable the Java/browser integration I trust the code governing the security implementation to work correctly (when in fact it has been shown repeatedly to be vulnerable over the years) is a leap of faith that I can easily see people not wanting to take.
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It was simply an example of how Java isn't write once even within it's own system. Perhaps I should of chosen web-start?Winston Gutkowski wrote:Although why you'd choose to do that is beyond me. Applets are very "old-hat".
Ulf mentioned Iphones but I don't think any apple products have Java (or you need to jump through hoops to install it). PC's aren't supplied with Java as standard so non technically literate users are unlikely to have it. Even the technically literate who read the recent security scares might be wary. If I run an applet (written by myself, requiring no special permissions and that I've run countless times before on my PC) I get a big warning message telling me I'm about to run a (unsigned or self signed) Java applet. If it was an exe then I'd get a warning when I first run it and then never again. Go figure.Winston Gutkowski wrote:Really? I can't think of anyone I know who doesn't have Java on their phone, let alone their computer.
These users may well be mistaken but that's still their belief. When trying to get people to install an arcade program I'd written onto their PC's and arcade cabinets, the overriding response I got from people was to ask me to release it as an exe.Winston Gutkowski wrote:Then IMO, they're mistaken. And even if they weren't, the language at least safeguards you from the literally thousands of ways you can crack/misuse C/C++.
The JIT compiler is certainly impressive but it still needs to read the Java byte codes and then selectively compile these codes into native code before running. A normal compiler does the translation once and you just get native code to run and this is why native code is faster. Obviously there are good and bad compilers out there but the basic truth is unchanged.Winston Gutkowski wrote:Actually, in many cases it can outperform them, since modern JIT compilers are very smart.
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Mich Robinson wrote:Ulf mentioned Iphones but I don't think any apple products have Java (or you need to jump through hoops to install it).
PC's aren't supplied with Java as standard so non technically literate users are unlikely to have it.
Mich Robinson wrote:It was simply an example of how Java isn't write once even within it's own system.
The JIT compiler is certainly impressive but it still needs to read the Java byte codes and then selectively compile these codes into native code before running. A normal compiler does the translation once and you just get native code to run and this is why native code is faster.
The best way of answering the OP is to simply look at what languages games writers actually use and for state of the art 3D games...
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Mich Robinson wrote:I don't have an apple PC though a good friend tells me that running Java apps on his imac is a pain in the @rse - it's not just the enabling of Java but the changes to security as well. I'm pretty sure ipads can't run Java at all.
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Mich Robinson wrote:I don't have an apple PC though a good friend tells me that running Java apps on his imac is a pain in the @rse
I actually like Java but I just find the current state of affairs a bit discouraging.
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Mich Robinson wrote:And to answer the OP's question - would you recommend Java, C++ or some other language?
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The OP was interested in "developing high end 3D games" so I don't think Python is a good fit. C# certainly has more promise but a quick google showed that no well known games have been written in this language either.Ben jamin wrote:Depends on what kind of game. For simple games, you can use python.
But if performance is an issue, then C# might be better.
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