True. Pity the included Breakout clone is shoddy quality though. Jerky and slow. Ah well.
The JavaFX 2.0 Roadmap mentions Blueprints - “JavaFX 2.0 will ship with several blueprints applications and sample applications to help developers with patterns, best practices, and promulgating good design patterns” - but this is planned only for the GA in Q3’11. So I guess that will include one or two applications representative of each important niche, from business front-ends, to multimedia mashups, to Flash-like spank-the-monkey applets… and if we’re lucky, including some games too… and if we’re double lucky, they’ll get a real game designer like you guys to work on the game blueprint app(s).
JavaFX 1.x was hopeless for professional games anyway because its media stack couldn’t do low-latency audio clips. Now we have this and it’s looking good. (I have filed two bugs on audio, but they’re both fixed - unfortunately one important bug on AudioClip performance was only fixed in b31; yesterday’s beta refresh was b30, they only ship even build numbers so gotta wait another 2 weeks for b32 if you stress the AudioClip API like I did (and I suppose many games would) and hit the same bug.)
I guess the Texture Paint and Media Markers APIs, also not yet available, will also be important for games. I’ve been bitching about something like texture paint since JavaFX 1.x, http://weblogs.java.net/blog/opinali/archive/2009/10/29/programming-bitmapped-graphics-javafx. I think this initial API will be just an official, supported API to allow Java code to manipulate a pixel buffer… next step forward would be shading. Internally this is a strong aspect of the runtime - FX’s rendering heavily relies on a portable shading library/language that generates GLSL, HLSL or as a last resort SSE code - so I hope some day this surfaces a public API complementing Texture Paint.
really nice overview of the current state of javafx
http://weblogs.java.net/blog/opinali/archive/2011/06/18/interested-about-javafx-jira-your-friend
seems like they will have smooth sub pixel anti aliased fonts.
What looks interesting is JSL (Java Shading Language), “which is converted to HLSL for DirectX pipeline, GLSL for the OpenGL pipeline, or Intel SSE if your OS/GPU won’t support any of the former”, wonder if that api will be public, could be really interesting for games.