How viable is Java for GameDev?
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Posted 05 June 2012 - 01:56 AM
I tried using C++ w/ SFML but it felt like doing too much to accomplish little. Then I tried C#/XNA, but since I'm on Linux, it didn't really work out since MonoGame feels more like a tool for porting games made in actual Visual Studio XNA. So now I was considering the middle way, Java. But my experience with Java in terms of games (from a few years ago) is that it's slow, bloaty, crash-prone and doesn't run on a lot of computers natively.
So my questions:
1, Is Java today comparable to SFML / XNA?
2, How is the speed of development and user-accesibility compared to the latter?
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Posted 05 June 2012 - 03:55 AM
In order to create games with Java you need to use OpenGL which should Run on every common OS.
You could use the http://www.lwjgl.org/ Library which provides easy access to OpenGL functions with Java.
Minecraft is also build on this Library.
A disadvantage is that it is much harder to create a game with lwjgl compared to XNA. I think XNA gives you faster results.
If you dont want to get mad with low level stuff you can also use the jMonkeyEngine http://jmonkeyengine.com/ which is written in Java using OpenGL.
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Posted 05 June 2012 - 03:58 AM
2. Download Eclipse or Netbeans and see how advanced the tools are. I found them to be pretty awesome ;).
Crossbones+ - Reputation: 4692
Posted 05 June 2012 - 06:26 AM
Super Mario Bros clone tutorial written in XNA 4.0 [MonoGame, ANX, and MonoXNA] by Scott Haley
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Posted 05 June 2012 - 09:34 AM
I see. How is Slick2D?
I've been dabbling with lwjgl and slick2d lately. For lwjgl it' basically the same thing as writing opengl code for C++. Slick2D is written on top of lwjgl and provides a nice way to create 2D games. From what I can tell Slick2D is a pretty damn good library. Another library you might want to look into is TWL for creating some GUI elements.
Edited by bobbias, 05 June 2012 - 09:36 AM.
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Posted 05 June 2012 - 09:45 AM