what is the easiest way to create a game

There’s a huge market for developers familiar with Java that are transitioning, due to necessity, to web development.

That’s where things like Angular and Vaadin in particular comes in. And that’s fine.

I wouldn’t necessarily recommend it, though. Web Development is a fast moving and interesting field. It’s not what it used to be 5 years ago, at all.

And you’ll be constrained using these kinds of wrappers; Although that can also be a good thing in some situations and maybe that’s perfect for some.

If you’re a half decent Java developer you can pick web development up instantly and master it in a few months.

There’s a huge surge of people that have never coded anything else but Web Development; and they’re at a disadvantage to a seasoned developer since the knowledge you’ve accumulated is extremely valuable, especially lower level stuff.

2cents

Thanks for responding to my questions. I have to admit I’m having trouble understanding everything being written.

Does this sentence say that one can’t code JavaFX in NetBeans or IntelliJ? Don’t both IDE’s support both AWT/Swing and JavaFX?

[quote]Maybe because 2 of 3 IDEs (NetBeans and IntelliJ) are still using Swing with no plans to move to JavaFX AFAIK.
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My NetBeans supports JavaFX projects. (I mostly use Eclipse, though.)


What is going on with the Electron example? I’ve not used Electron. Can you run a more complex audio example like Praxis with it? How much, if any JavaScript coding is required? Can you pack and run a custom/modular JVM with it?

If so, this seems like a good alternative to Applets or WebStart approaches, and a way to write Java games that run on the Web.


[quote]Shaders for example. It hides everything under a hidden back-end interface and provides a functional but extremely limited front-end API to it all with a lowest common denominator approach which appears to be OpenGLES.
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Since I haven’t really worked with Shaders, maybe I can extrapolate from examples in Java audio. With the Clip (and AudioClip in JavaFX), we are given a few things we can do (“limited API”) and no access to the audio data itself. That is why I wrote AudioCue, to provide a way to access the audio data. But this class relies on being able to output data via SourceDataLine.

So, is this a situation where there is no SourceDataLine equivalent, even if you did write a more functional Shader?

Thanks. I’m not trying to be difficult, just to better understand.

No, I mean they’re both written in Swing.

The example I linked to is using the DukeScript demos, built on top of the NetBeans HTML4Java library. While you can use JavaScript, you don’t have to. eg. there’s a Graphics2D-like Java API that talks to a HTML Canvas element. My thought is using a headless JVM and a Chromium based UI - this was just a quick experiment. Vague thoughts of a long term replacement for the PraxisLIVE IDE, not the PraxisCORE audio / video / GPU stuff.

This is a market DukeScript are targeting, mainly legacy business stuff AFAIK. But that’s mainly using Java running in the JavaScript engine of the browser using bck2brwsr or TeaVM, not running a headless VM and lightweight local server. Still trying to convince them to donate their server displayer code to the upstream Apache project (currently that bit is GPL) so I don’t have to rewrite it! :slight_smile:

Not quite, because shaders don’t run in the VM. It’s more than access to pixel data, it’s the ability to run code on the GPU that works with that data. Closest audio concept I can think of is the ability to interface with and define custom functions on one of those external DSP boards.