Quote:Original post by Jon914Since .NET and Java's networking facilities are for all practical purposes identical, I'll point you to Lidgren as an explanation of what's missing. It essentially saves you the trouble of writing a protocol layered on top of UDP, since TCP is a non-starter for most real time games. (For enterprise junk it's fine, which is why Java seems just fine to most. Remember, it's exactly the same with C#.) Then you have other niceties like simulation, throttling, encryption, etc. I'd comment on JGN, except that all I see is a forum and no description of what the hell it does.Quote:Original post by Promit(No, Java's built in network stuff is not good enough.)
Would you care to elaborate on that point? Many Java devs I work with shun the higher level libraries and prefer to work directly with the built-in stuff.
I have a powerful disdain for ODE, but I'll grudgingly admit that ODE bindings for Java are at least adequate, if not ideal. JMonkey is not something I can glance over quickly, although it'll be some kind of miracle if it manages not to disappont me. That's ok, my standards are not often reached on that front. JInput doesn't appear to suggest any support for Java 1.5 or 1.6? The video playback thing is unfortunate, but not worth making a big deal out of. Most indies don't have videos to play anyway, and most studios are not interested in Java anyway. Of course, if FMJ does the job, then that's that. I mean it can't really be worse than DShow, right?
Oh, and this thread is not high priority on my radar. Truth is I think anyone working in Java to make games is basically just wasting their time. (And if you're waiting for me to back that claim up, you're going to be very disappointed.) Don't be surprised if I don't bother to reply for a week.