Deploying JRE with a game?

Assuming that lots of people do not have Java 7 installed, and the fact I can’t force them to install it, is it feasible to include the Java JRE with my game in a subfolder of the game? So that only my game uses it? The JRE wouldn’t be “installed” as such, just available in a folder so I could run javaw.exe. I know this is a “waste” in terms of disk space and download size but is that a problem in these days of TB disks and broadband? A big advantage is that I could guarantee the exact version of the JRE because I would be supplying it! It also means the user would be unaware that Java is there as some users are “Java haters” because of the FUD around applet security.

What do you think?

That’s what I do for all the reasons you mentioned.

Even if you prompt users to install the Java version you supply, it wouldn’t be different to the many games that supply their own MSVC or DirectX binaries and prompt for their installation.

The ability to run silently on your provided JRE is certainly a plus.

I’m pretty sure that Cas has done a write-up of this. You don’t need to install anything (a number of programs ship with a fixed JRE). You simply need either a shell script or a small native executable to launch the local JRE (with your chosen set of options…and you can clear should clear/set any environment vars that a user may have manually set), which in turn runs your game.

Waste of energy.

The mentioned percentage of waste shrinks, if you deliver more program with the JRE :wink:

On a more serious level, bundle the JRE with your game and it’s good.

aside the obvious reason its good to hide technology from the user and make something “just work”
and especially in java’s case, I want to avoid stupid java hate

http://downloads.puppygames.net/SetupDroidAssault.exe
http://downloads.puppygames.net/DroidAssault_MacOSX.zip
http://downloads.puppygames.net/DroidAssault.tar.gz

sorted, job’s a good un.

Cas :slight_smile: