#JAVA 3D GAME DOWNLOAD CODE#
Demonstrablyshow up-front enough of aproductivity boost that the cost ofrewriting all your own code (orreworking the interfaces intoreusable components that can be usedfrom that language) is more thancovered.Be easily interoperable withexisting legacy code, thuspreserving investment andmaintaining access to existinglibraries and tools, OR.To properly supercede C++ as the game developers' language of choice, it must do one of two things: Yes, C++/Java interoperability is possible, but very impractical by comparison to simply writing 'C with a bit of C++' or embedding asm blocks in C. That process of replacing and upgrading bits and pieces from one game to the next is nowhere near as practical if you changed to a language that doesn't natively interoperate with your existing code. There is a massive investment in old code and each bit is only replaced as needed. For example, some of our old headers in use today still have #ifdef WATCOMC in, and I don't think anybody has used the Watcom compiler here in a decade or more. Therefore migration was as slow or as fast as you liked. Each interoperates closely with the previous, and all their previous code was usable in the new language, often via a single compiler.
Games developers moved to C++ from C and to C from assembly purely because the migration route was smooth. The syntax is almostidentical to C++ so you're reallyjust banking on savings from memorymanagement and standard libraries.The libraries have little to offergames developers and memorymanagement is a contentious issue dueto garbage collection.Ĭross-platform 'for free' is not asgood as you think because fewdevelopers want to use OpenGL andseveral key platforms probably lack agood Java implementation or wrappersfor their native libraries, whetherfor graphics, audio, networking, etc.īut mainly, the issue is backwards compatibility. For most games, you don't need that extra bit of performance you get from C++, including 3D games, and if you're writing it all from scratch, it can make perfect sense to use something like XNA - in fact, there's a good chance it will.Īs far as commercial games are concerned - does RuneScape count? That may well be the most succesful Java game out there.Michael Madsen Michael Madsenģ3.7k 24 24 gold badges 118 118 silver badges 178 178 bronze badgesĪny productivity boost from Java ishypothetical. This doesn't mean these languages don't have their place in game development - and no, I'm not just referring to tool programming. even if that's the only visible difference, it just wouldn't be the same (I'm also pretty sure you'd need a Core i7 to run it.). You're also a bit more restricted in what you can do: you can't fully exploit the hardware due to the overhead of the runtime. I know Java tends to choke quite a bit in GC'ing when it's close to running out of memory (and for some games out there, it will). The problem is not so much that it exists, it's more how it works - the garbage collector MUST be non-blocking (or at least be guaranteed to only block very briefly), since it's simply unacceptable to have the game freeze for 10 seconds while it scans all the allocated memory to see what can be freed.
If code from previous projects can be reused (say, if you're writing a sequel), that counts even more in favor of sticking with the same language, instead of rewriting it in a new language (more so since you'll likely reintroduce a ton of bugs which you'll need to spend time ironing out.įinally, it's rare for games to be written in 100% C++ anyway - a lot is done using scripting languages, whether they're custom or just integrating an existing languages (Lua being one of the more popular ones these days).Īs far as garbage collection is concerned, that can be a bit of a problem.
#JAVA 3D GAME DOWNLOAD LICENSE#
These parts are written in C++, and although you might have access to the source so you could port it, that takes a lot of effort (and of course, the license needs to allow it).Īlso, a lot of legacy code already exists in C++. Most game companies license parts of the game engine from other companies. The truth is, there's rarely that much incentive in switching to. The game development world is a funny one: On one hand, they're often quick to accept new ideas, on the other hand, they're still in the stone age. If this question can be reworded to fit the rules in the help center, please edit the question. If you feel that this question can be improved and possibly reopened, visit the help center for guidance. We expect answers to be supported by facts, references, or expertise, but this question will likely solicit debate, arguments, polling, or extended discussion. 95.2k 24 24 gold badges 94 94 silver badges 105 105 bronze badges closed as not constructive by Kev May 23 '12 at 9:00Īs it currently stands, this question is not a good fit for our Q&A format.