Lots of doors are being closed for Java

And they are fast on 80’s hardware aka slow cell phones. Do you expect Quake 3 on a 386? My games are much higher performing than yours on BlackBerry, J2ME, and Android phones.

I think you just made an apples to luxury yacht comparison there…?

Cas :slight_smile:

Nothing to add :slight_smile:

You should send dog poo in the post to them, Chris.

Cas :slight_smile:

Mono Touch requires Mac OS X (Xcode) and Mono .NET is not really cross-platform, it is noticeably different than Microsoft .NET implementation (look at my identi.ca account, I have given some examples about it), it is not comparable to Java. Lol DirectX is not really useful, OpenGL is better supported especially on embedded platforms, Direct3D Mobile is not very famous.

Do you know Myriad Alien Dalvik?
http://www.myriadgroup.com/Media-Centre/News/Myriad-Announces-Alien%20Dalvik-Enables-Android-Apps-to-Run-on-Non-Android-Phones.aspx
Android applications can now run on non-Android platforms.

It is not my fault.

I agree with you. We cannot do miracles on mobile phones that have a pretty bad implementation of J2ME.

From my point of view the problem with using Erlang for a game server isn’t the language or the concurrency model, the problem is: are you going to code all the game logic in Erlang too, or do you want to use scripting? What about physics and collision detection (which has to happen on the server to some degree to avoid cheating)? Code all that in Erlang or use pre-existing solutions?

Beyond the mostly trivial (at this point using libraries similar to enet) client server communication, there’s a whole lot more going on in the server. Erlang most likely has ways to integrate with scripting languages but how well supported are they? Implement your own? Check Erlangs string handling ability before setting sail in that ship. Collision detection and even rudimentary physics? Erlang strenght is not speed in numerical computations.

So yeah, there’s a lot more to consider than the concurrency model.

That’s a really good point.

This is such an interesting thread I just thought I’d throw in my 2c worth of rant…

My background is in academics (I teach first and second year computer science). Java is still the dominate language here, mostly because of external pressures during the early 2000. As I have an interest in gaming and I was forced to use Java, I decided to create a simple 3D gaming library in Java for my students (using lwjgl for rendering). Since then, the library has evolved into something rather useful and I am interested in the Java client-side deployment options.

During my research, it seems that Java is indeed very popular in the big shops on the server side, but almost non-existent on the client side until Android comes along.

This is very discouraging and frustrating at times, as I keep running into walls when I tried to create applets that run reliably on all platforms, windows seems to run fine, os x is a pain (their own Java version does not play well with applets), linux is ok but not great. When apple come out with their App store for macs, they outright reject all Java apps, making distribution of Java games on the mac desktop impossible. Android is the new hope for large scale Java deployment but Oracle is now suing Google over it, further hampering the potential of Java.

It seems to me that Oracle should invest into Java technologies (webstart, applet, etc.) instead of litigation.

I would agree with the fact that Oracle MUST improve deployment for client side ( but… but… I must admit that I am really happy that google is suing by someone that have enought power to sue it )

Don’t rely only on applets (especially on Mac, even the Ardor3D team has had some problems with it) and personally my first person shooter (that uses OpenGL but not LWJGL) works quite fine on Linux, Solaris, Mac OS X and Windows, someone succeeded in installing it on AmigaOS (I don’t know how).

I would like them to work together because Android is now a big player but the DVM has worse performances than J2SE For Embedded.

FWIW I’m revisiting XMLVM after a year or so and it’s improved greatly. Performance isn’t terrible any more and much more of the JDK is available.

I’m going to sort out some performance tests if any one has any ideas for a suitable targets?

Kev

could you try this one plz :slight_smile: http://demo.dzzd.net/SIMCA1000/ (soft one), I would love to see if it works

This is what I was saying. I have seen Java pushed only by amateurs with a few exceptions. I don’t know about J2ME.

I don’t think any corportation will solve this problem. If Java is to be used for gaming then the developers themselves must do it.

Well with android, this could be changing. The causal mobile games market is huge, so this could be good news for Java. The way I see it, android is the last hope to see Java deployed on the client-side. Hopefully Oracle would work out a deal with Google soon.

Dzzd, could you make the source available. I’ll have to write an integration wrapper to make it render to iPhone. Though tbh, it’d be a better test if it used OpenGL :slight_smile:

Kev

[quote]This is what I was saying. I have seen Java pushed only by amateurs with a few exceptions. I don’t know about J2ME.
[/quote]
There is c&c red alert game for J2ME.

ok, I ll put them on the server ASAP (just need to figure out where are the lastest source code )

[quote]Though tbh, it’d be a better test if it used OpenGL
[/quote]
maybe in a second time ? the OpenGL version use only one small class ( here is its source ) to access OpenGL, I suppose this class need to be translate ? does it look hard to do ? (in Hardware mode this is the only 3DzzD class that perform OpenGL call, I am very interresting in your tests results and what it will potentialy enable for the futur if it work with OpenGL :slight_smile: )

EDIT : re-reading the opengl source I see that I let some old shaders tests in it, dont bother with them as they are not used

Kev, can xmlvm cross-compile lwjgl calls? Or maybe opengl es? I have a small android library in pure opengl es, maybe that would be suitable?

I xmlvm build some opengl calls from android already, so it’s definitely possible. I’ll take what I can get, just really want to see what sort of performance issue there is. For my 2D stuff I don’t see any issues but then it’s only a rogue like.

Kev

DzzD, the class looks nice and simple. Let me know when you’ve got some source I can much about with.

Kev