Oooooh, we haven’t had one of these threads for aaaaages![quote]I believe that the whole multiplatform thing is holding us back.
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A-ha! Tell that to me, who is just about to release the Win32 and Linux versions of his game without having had to do any work to make the Linux version happen! (LWJGL again - huge props to Elias). And if I could just send a virtual stick over to the States to poke Gregory I’d have my MacOS X version under wraps too. So what, you say!? Well, I have a feeling that over a third of my sales will come from Mac and Linux people. It’s just a hunch, and I’m looking forward to telling everyone how it goes after a year. [quote]I want to be able to have access to my computer at very low level. I miss my old-trusted-super fast assembly quick-sort and other algorithms. I don’t want JNI. It’s awkward to use. It makes me want to move back to C/C++ immediately
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There’s no need to. If you’ve been following software engineering in the last few years you’ll have noticed that upon profiling a game you’ll discover that you spend an incredibly small amount of time in such routines and an incredibly large amount of time waiting for rendering operations to finish.As for the time actually spent doing super-fast sorts - Java is easily fast enough; in fact, it’s as fast as C++.
[quote]I want to use DirectInput, like I do in my OpenGL apps. What’s wrong with that? Everyone (in professional PC gaming) is doing it, it’s fast, it’s reliable, it works!
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Not on the Mac or Linux it doesn’t. If you want to use DirectInput though, get JXInput, which is the Java-DInput wrapper of choice. Otherwise, LWJGL will again provide most of your needs. Failing that code your own in C. It’s not hard at all.
[quote]I don’t want JRE either. It makes my applications -be it games or enterprise apps- look amaturish (and I won’t even talk about the whole speed issue)
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There is only one speed issue (now floating point is being addressed in 1.4.2), and that’s to do with memory bandwidth and bounds checking which could be solved by using Structs. The JRE is nothing more or nothing less than a huge .DLL, like DirectX. It’s just a bit of software. There’s nothing unprofessional about it.
[quote]And let’s face it: no one who creates professional software, relies on a language to create one(1) multiplatform program. They make different versions anyway. I’ve seen it in two different companies, where I worked at.
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Then they need to see that there are more cost-effective alternatives to the way they’ve been doing things for years and years. I’ll just reiterate again: I have spent no effort whatsoever getting the Linux version of Alien Flux working. It just works. Getting just the tiniest bit of porting done normally requires manpower and a fair chunk of money. It hasn’t cost me a bean.
[quote]Finally I believe that somewhere in the way, Sun lost control of the situation. Java became bigger, beyond anyone’s expectations. I think that Java should adapt to reality, if they want to stay in the game.
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We probably all agree with you. There are apparently plans afoot to address this concern. I’m not holding my breath but it’ll be interesting to see what direction things take at JavaOne.
[quote]It’s time for pure native code. Now, image that for a minute…
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Well, I don’t have to, because I JET compile my game for those that don’t have a JRE or just want the convenience of a self-contained executable.
Cas 