I have a game plan for a sci-fi RTS like Supreme Commander. I know this is very hard to do and need many things.
BTW i want to know it is possible to make a Supreme Commander like game using Java and it’s technology.
I have many years of Java technology, do it for live.
But never used for game developing.
First thing that i like to know, that is it possible to develop it in Java? I think for the performance, the 3D graphics quality, etc…
And could you take me some guideline about making it? What should technology should i use?
Java is not the problem, it’s you (a single person) that is the problem. If you have a 10 person team working full time making a game like this then you could probably do it in Java and deliver in 3-4 years. A single person, with no game programming knowledge, well, maybe 10 years.
How about making Pong, Tetris or Space Invaders first?
Okay I know that you are right.
But i just want to know, if i have team and working a game project like SC we don’t fail just because we choose Java and not C or something else…
BTW i have already done some basic game, tried out jmonkeyengine (i like it).
Now i learn game design, working on my game project’s plan and after i done it i will field a team for it. /Have some persone now but not enought/
I’m not going to claim you cannot fail. You can, as with any other tools or technologies you use. But that failure is mostly due to other reasons that specifically the choice of a language.
You should study what you need for your game, and then make a decision what technologies provide the best solution.
Okay, but i know what need for my game, if you think for the planing. Not 100% done, but shaping.
It will be a 3D RTS that work out some old military battle, and the greater part of the game is the far future military.
Like supreme commander but it isn’t a clone or something. But if i suggest it for something it’s like SC…
Thats what i ask. If i have some artist that enougt for this, and programmers in the team are have many years Java programming (like me). Can we done it in Java or just because the size of the game we need some “hardware-closer” language like C?
I would like to done it in java, because i like it and use it years.
But simply don’t seen any big game in Java.
can you give some more informations about the game complexity/ scenario / graphic ?, one succefull sample of 3D RTS in java is tribal trouble, but it really depend on what you target, java will make your life easier for linux/mac/pc support, as you now it is also nice to debug and IMHO it is a very good choice for RTS kind game.
EDIT:
note that if requiered you can use a thin C/C++ layer with JNI from java that you will have to port for other system : linux/mac/pc
For example in the Age of Emipre you can play in varius time, you know there was some ages with different units.
My idea that, work out some battle in the scenario mode with nowday’s military. Tanks, plane, war-ship, etc.
But the basic idea that from scenario to scenario you go towards for the future military: Robots, “next-gen” air, land and water based units. But in one time you can play just the time’s units.
And in network mode you can choose from some pre-defined time and play with this time’s units.
But of course is not that all.
It will have some fractions, that is better in the air based units for example, other fractions better other things.
The resource will come from mines.
And the whole game is typically played in a very big map.
And for the graphics: concept art aren’t done but i would like some SC’s like graphics. Graphics that enougt for a nowdays game.
(Sorry i not translate my document to English yet but i will!)
Yes, java can do it. The only thing is, that you will need some sort of video hardware support to make it
comparable to star-craft2 and others.
So you would need something like JOGL, LWJGL, JME.
A few questions:
how many other programmers you got, interested in making an RTS?
how confident are you with 3D graphics programming?
how confident are you with 2D map physics (pathing, unit interractions and such)?
So in the team we are just 5 yet but hope we are growing.
From that 5, 3 are Java programmers, 2 are artists.
Personally me i better in game logic programming (pahing, ai, unit interractions…).
But our 3D graphics programmer are very well in OpenGL.
All of us are like to use JME with LWJGL.
Current plan is the we use JME to implement this game.
its been a while in development, but its just myself programming it. with alot of guys working on it, and good plannig. You guys should hopefully be a really productive.
main thing to remember is that even though and RTS can look 3d, its still has 2D physics (maybe with some layers). So you can learn alot from 2D RTS games.
I recommend doing a small and simple 2D-RTS game first. There’s BUNCH of stuff that you need to figure out before even daring into the land of 3D-Madnessonia.
For instance, just to enable a unit to move around the map you must study AI, like, pathfinding, steering, flocking, collision avoidance, and optimization of these things. All this knowledge will be useful when you start implementing a 3D game, if you ever wish to do so. Most of us shy away from that, simply because it’s time-consuming (time-wasting really), 2D is much simpler to implement and you get games done much faster (say few weeks/months instead of years).
Recently i search the net for some LWJGL and JOGL benchmark.
Somebody know some present benchmark test about LWJGL vs JOGL?
I know whats the basic differences between but i favour JOGL because is more Java (OOP) like than LWJGL.
But methought LWJGL is faster.
may i wrong
Despite what you may have heard, OOP is not about wrapping everything up in an object. Particularly when the extra layer of indirection doesn’t add anything other than bloat.