[java] Java Game Development - 2d and 3d,
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Posted 20 December 2008 - 07:46 PM
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Posted 21 December 2008 - 11:13 AM
If you want to use openGL in Java, you can use Lightweight Java Game Library link.
If you just want to use 3D you can use jMonkey Engine (it's based on lwjgl) link.
But for a simple mario-like game, I think Java's awt package is just fine :)
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Posted 21 December 2008 - 11:24 AM
Anyway, here's some links you might be interested in:
Mobile 2D: MIDP game development
Desktop 2D: Slick2D is a 2D game engine that uses OpenGL for rendering.
Desktop 3D: jMonkey Engine is a 3D game engine.. suited primarily for full-screen desktop games. Nothing stopping you from making the next WoW with it. There's also jPCT which is more targeted toward applet and software rendering (for higher compatability).
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Posted 09 January 2009 - 09:48 PM
whereas jmonkey engine is a high lvl 3d engine meaning the hard part of 3d is allready implemented for you but then again u lose alot of control since ur using some1 else genereic 3d engine.
jmonkey also uses LWJGL to get to the opengl API.
so in the end it all depends how much you want to do yourself
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Posted 14 January 2009 - 08:29 PM
Java games for phones come in three flavors. First, there's J2ME (recently dubbed JavaME), which is the most prominent type; however, its 2D capabilities are very poor and its 3D APIs are either very akward (JSR-184 Mobile Java3D) or not widely supported (OpenGL ES).
Another flavor is DoJa (Docomo Java), which is (still?) popular in Asia, and I can't really tell you much about it.
The third "purely mobile" Java flavor is Android, which basically tramples over J2ME in the graphics department; and the APIs are much more solid and thought out from the looks of them (just getting started myself, most of my experience and everyday work involves J2ME).
Alternatively, you can also use JavaSE on a range of smart phones, usually those that support CDC.
My personal recommendation would be to try out Android, unless you're aiming to make money immediately, which means you're pretty much stuck with J2ME. There you'll have to work with limiting, crippled, or poorly designed APIs, even poorer implementations, and don't even get me started about sound.
(Yes, I'm a bit bitter, but things are looking up since the advent of Android; and J2ME is still a fun platform - it's just ridiculously limited and FUBAR in many aspects. It still remains the prevalent platform for now, however.)