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      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.
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argoneus

How viable is Java for GameDev?

6 posts in this topic

Hi, I'm trying to work on a topdown tile-based multiplayer RPG (not a MMO though, separated 'rooms'), but I pretty much died at language selection.

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?

Thank you!
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It is possible to create Games with Java, the best example would be Minecraft.
In order to create games with Java you need to use OpenGL which should Run on every common OS.

You could use the [url="http://www.lwjgl.org/"]http://www.lwjgl.org/[/url] 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 [url="http://jmonkeyengine.com/"]http://jmonkeyengine.com/[/url] which is written in Java using OpenGL.

Best Regards
Olaf
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1. Java being a language isn't comparable to game libraries/frameworks but java libraries probably are. Like for example [url="http://www.lwjgl.org/"][u]lwjgl[/u][/url].
2. Download Eclipse or Netbeans and see how advanced the tools are. I found them to be pretty awesome ;).
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Well if you know C++ (assuming that you're not learning C++ while trying to make a game), then why not try C++, SDL, and Lazy Foo's tutorials. Then go back to SFML. With that said, Java is as viable and robust and C#. Their game dev libraries pretty much the same.
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[quote name='argoneus' timestamp='1338896480' post='4946397']
I see. How is Slick2D?
[/quote]

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 [url="http://twl.l33tlabs.org/"]TWL[/url] for creating some GUI elements. Edited by bobbias
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http://www.gamefromscratch.com/post/2011/08/04/I-want-to-be-a-game-developer.aspx << This sound really be a link that's stickied. Great link about the pros and cons and great tools for each language including Java.
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