• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

Archived

This topic is now archived and is closed to further replies.

thepixlyzdpitbull

[java] java performance

6 posts in this topic

no. i''m not some guy who came here just to tell you people that java is too slow for games. in fact, i know this is NOT true. but i have NEVER written a game in java before (in the form of an application) and i want to know, how fast will a game go when compiled natively? at about Perfect Dark speed? (Perfect Dark IS slower than Quake) N.B.- i''m thinking of making an FPS
0

Share this post


Link to post
Share on other sites
Hi,

Running something in pure Java that is natively compiled is in my experience a factor of 2 slower than the equivalent in C++. Not doing native compilation is even much slower.

However, even this slowness can be overcome by using libraries that are written in C++ for stuff where the CPU uses most of the time. The result is often only slowdowns compared to Quake with only a few percent.

And you don''t believe me? I have myself written a Java interface for the 6DX 3D engine from Eldermage Inc. and it is very well able to compete with Quake II - both in speed (framerate) and graphics quality.

Check it out at:
http://www.rolemaker.dk/JWindows/6DX/index.htm
(this site also suggests a few alternative libraries)

Using the library above you will have a Java first person shooter up and running in no time. You can even use Quark (the Quake level editor) to make levels or import levels from Quake or most other first person shooters directly into it.

If you have questions about how the engine works just mail me direct or use the mailing list at Eldermage, Inc. (www.eldermage.com)

Jacob Marner
0

Share this post


Link to post
Share on other sites
If you''re not hung-up on the MS vs Sun stuff you might give VJ++ 6.0 a try... it''s really fast and the programs hook directly into the MS JVM so the EXEs are really small.

On the bad side, MS threw the case and so no more VJ++, just C#. Which in a way might be good because I picked up mine for under $30.

ceemar
0

Share this post


Link to post
Share on other sites
Don''t use VJ++. It is crap.

1. It is not Java standard complying, so stuff compiled with it will not always run on other JVMs.
2. Its Windows support are outdated and quite limited.
3. It can build EXE files, but it is not a native compiler. It is merely a packaging utility that puts the bytecode into a EXE.
4. Its not updated anymore.

Go use a real Javo compiler instead. Plenty of good IDEs are available.

Jacob
0

Share this post


Link to post
Share on other sites
I am not sure you are aiming for building a FPS game or a FPS game engine. If your goal is the later you may want to check out the OpenGL bindings for Java. I use Magician and I haven''t had any problems with performance. I have heard OpenGl4Java provides pretty good performance as well.

I have a list of them on the FAQ (The list maintained at the ARB has several broken links)

http://games.cpbinc.com/faq/ogl.asp#t3
0

Share this post


Link to post
Share on other sites