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Sun Sponsors Java Game Development Competition

Sim9 writes "Sun (among others) is sponsoring a $50,000 Java games competition, with the competition page explaining: 'With Java technology, developers are enabled to simplify their development process and create richer games reaching across a multitude of devices and platforms.' In my humble opinion, Java still has a ways to go in the gaming industry, but the competition could greatly help if skilled people enter."

54 comments

  1. DigZone (blatant plug) by HRbnjR · · Score: 3, Interesting

    Heh, I wrote my Java game DigZone for fun, and to give something back to the internet which has given me so much, but 50 grand would be ok too I guess :)

  2. Puzzle Pirates, again by Apreche · · Score: 4, Interesting

    I used to think java had no place in games. It's "slow" and the 3d isn't the greatest. Then puzzle pirates changed my mind. That's the kind of game that java does well, that and Yahoo! games type stuff. It's really great playing Puzzle Pirates in linux and windows and mac. Lots of open source in the pirate crew.

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    The GeekNights podcast is going strong. Listen!
    1. Re:Puzzle Pirates, again by Zardoz44 · · Score: 1
      Speaking of 3D in Java, there's always:

      OpenGL.

      I've never used this, but I've heard about it for a while now.

  3. Java as a game development platform by Anonymous Coward · · Score: 1, Interesting

    Java as a game development platform. What's the deal? Is it good, or is it whack?

    1. Re:Java as a game development platform by Anonymous Coward · · Score: 0

      Not whack. But good is debatable.

    2. Re:Java as a game development platform by vonstroodl · · Score: 5, Informative

      Agreed. Its improving though. I think Java's gaming future on desktops probably lie in that area where you need the ease of deployment of Macromedia Flash, but with the sophistication of a fully developed programming langauge. Its still early, but there are a few java games out there that exploit these strengths, such as Wurm Online (a mmorpg that is multiplatform, uses opengl via jogl and doesn't require an install, just click and play!)

    3. Re:Java as a game development platform by mindhaze · · Score: 1

      But something like jogl violates the rules of the contest, no?

    4. Re:Java as a game development platform by bmyers · · Score: 1
      No. jogl is okay to use, since it is hosted on java.net.

      There is a discussion about this very topic over at the Java Gaming forums

      --

      #man woman
      segmentation fault - core dumped.
    5. Re:Java as a game development platform by mindhaze · · Score: 1

      Interesting. The link you provide comes to no conclusion... much like a slashdot conversation.

      Anyway, I'm of the opinion that no, there is no JOGL, especially since it requires Visual C++ to compile... that DEFINATELY seems to negate it as being Pure Java(TM). :p

  4. fps by SurgeryByNumbers · · Score: 4, Interesting

    Java, in the process of adding all that compatibility, adds extra layers of abstraction and insulation between the game and the hardware. That means more CPU work... which means lower framerates... which doesn't fall in line with many gamers' (including myself) picky standards.

    Now, if performance is not an issue, Java can certainly be a good choice. That might also mean that some good will come out of all that hardware power from chip growth in the near future, but consumers don't really have a need for yet.

  5. Puzzle Pirates should have already won... by jeblucas · · Score: 4, Interesting

    If you haven't yet tried out Puzzle Pirates, then you should. That's about the best use of Java for a game that I've seen or really expect to see. Works like a charm cross-platform and takes advantage of the -ahem- chunky graphics to deliver a great gaming experience.

    --
    blarg.
    1. Re:Puzzle Pirates should have already won... by Anonymous Coward · · Score: 0

      After hearing the mention of Puzzle Pirates on several different occassions here on /., I thought I'd give it a shot.

      Strangely, it insisted that it had to install J2RE, even though I already have J2RE (from j2sdk1.5.0beta)

      And me being anal about what is installed on my computer, I refuse to have 2 versions of j2re installed... so I cancelled the install.

    2. Re:Puzzle Pirates should have already won... by Anonymous Coward · · Score: 0

      You're not missing anything, just more derivative crap for people who probably think Snood is the pinnacle of innovative game design.

    3. Re:Puzzle Pirates should have already won... by Sam+Lowry · · Score: 2, Informative

      Il-2 Sturmovik. It is not entirely in Java but it has a lot of Java inside and it is the most popular war plane simulation out there (forget MSCFS)

    4. Re:Puzzle Pirates should have already won... by zero_offset · · Score: 2, Informative

      Only in the most tenacious sense:

      avsim.com

      "Next urban legend says, that IL-2 is coded in Java. Again, this assumption is based on rumors only, and has no substance. Java is used in IL-2, but just in small part. C++ is mostly used in coding this baby."

      rolemaker.dk

      "Uses dirty Java by mixing Java with C++, such that logic and part of the game engine is in Java but all the graphics are in C++."

      According to another writeup (which I've been unable to track down again), it essentially used a homebrew Java-based language internally for scripting the user interface and pilot AI. It sounded like there wasn't even a VM or anything along those lines involved.

      Of course, it's easy to find fanboy sites breathlessly claiming it's "90% Java"...

      --

      Slashdot quality declines as the number of hot grits posts decreases. - Provolt's Law, Apr-09-2005

  6. J2ME by Dr.+Bent · · Score: 4, Interesting

    Apparently, the entry rules allow games developed for J2ME, of which there are quite a few. These games are also fairly simple to make (harkening back to the glory days of my 8-bit 2D sidescrolling youth).

    I think the entries for this contest could be pretty interesting. Mobile gaming is one of the few markets left where a lone wolf developer can make an innovative, even radical game and still have a decent chance of it being a hit.

    1. Re:J2ME by tuzsuzov · · Score: 1

      I agree, J2ME is a great platform for making small and wide-available games. I have 3 already developed games with J2ME, and even i'm a C (not even C++) "fan", i liked it. [ www.tuzsuzov.com ]

    2. Re:J2ME by Kardamon · · Score: 3, Informative

      Here's a guide to writing games in J2ME.

      --
      -- Qu'est-ce que la propriété intellectuelle? It is thought control.
  7. Java may not become open source... by Will2k_is_here · · Score: 1

    But I suppose the games can.

    1. Re:Java may not become open source... by Anonymous Coward · · Score: 0

      Yeah, open source software that depends on closed source bugware is really giving freedom to the users. This is why I boycott Java (except for the bits that have been reimplemented by GNU Classpath, GCJ, et al).

  8. Re:Worst Contest Ever by Anonymous Coward · · Score: 0

    Obviously you haven't used Java in a while. Why don't you go get Eclipse and have some fun a bit?

  9. Java is a great language for games by KNicolson · · Score: 4, Interesting

    On mobiles at least. In Japan (I don't know about the rest of the world), iMode/iAppli phones all run Java on lots of different flavours of OSes and chip sets, so one code base runnable on many phones makes a lot of sense for the developer, and the iMode micropayment scheme makes it easy to get some return for your investment.

    1. Re:Java is a great language for games by BortQ · · Score: 4, Informative
      I don't know about Japan, but in North America every phone manufacturer ships JVMs that are different enough that you must port your application to each one. So, yes, you can do it with just one codebase, but you will have to have a whole bunch of branches for different handsets.

      The consensus out there is Sun just wanted to get java put on every damn phone that they could. So they didn't do as stringent a QA process on the JVMs that they should have.

      This is supposed to get better with MIDP version 2.0. However that probably won't be in large scale use for a year or two. Even then there will be plenty of older handsets, so the problem isn't going to go away.

      --

      A Multiplayer Strategy Game for Mac OS X, Windows, and Linux
  10. Re:Worst Contest Ever by phatsharpie · · Score: 1

    Not all games are made for the PC and console market. Smart phones and PDA's will likely become pervasive, and J2ME makes an excellent platform for developing games on those devices.

    -B

  11. Re:Worst Contest Ever by Wheaty18 · · Score: 1, Funny
    That's like asking M$ to sponser a contest to write the most encrypted security software using VB.
    What?
  12. very cool by BortQ · · Score: 1
    I am definitely going to enter my game in this. Right now it uses Apple's cocoa-java extensions so it is tied to OSX, but a pure java port is already in the works.

    Forget about winning, it would be awesome to get some free publicity care of Sun.

    --

    A Multiplayer Strategy Game for Mac OS X, Windows, and Linux
    1. Re:very cool by herrvinny · · Score: 1

      Be careful, and read the Contest Rules. There might be a provision saying that Sun owns any code submitted.

    2. Re:very cool by Anonymous Coward · · Score: 0

      Yeah but this is java we are talking about here, and the publicity + 50,000 is in almost every instance going to be worth more than any amount you "think" you can sell your finished game.

  13. fun...smooth scrolling? by Thinkit4 · · Score: 1

    Could it scroll smooth? I like how it has no decimal.

    --
    -I am an elective eunuch.
  14. Crappy Prizes! by Asicath · · Score: 1, Insightful

    What the crap!? I was contemplating how cool it would be to make a game to enter into this and maybe win some money... but there is no money. The first place "Prize" is as follows: Grand Prize: One (1) Grand Prize winner will receive a full GameSpy SDK license for one title and one (1) ABS Computer System and a copy of the Java Desktop System. Approximate Retail Value: $45,000. The only cool prize here is the glory of winning the their damned contest. It reminds me of the joke: Q: What is better than winning the special olympics? A: Not being retarded!

    1. Re:Crappy Prizes! by Asicath · · Score: 1

      God damned HTML formatting for taking out my precious line breaks!!!

    2. Re:Crappy Prizes! by Anonymous Coward · · Score: 0

      At least you're not retarded.

      Oh wait...

    3. Re:Crappy Prizes! by SoulMaster · · Score: 1

      I didn't read the thing, but I've got 20 bucks that says they own any and all code submitted too .

      I love these "contests" where thousands give companies the rights to thier code to win some crappy prize.

      Ahh,Capitalism!

  15. The only thing I ever thought it was good for... by hyc · · Score: 2, Interesting

    After messing around with MUD way back when, that was the first thing that came to mind when I first heard about Java, all those years ago. One of the problems with MUD was that even though you could bring your character from dungeon to dungeon, none of the artifacts or special objects you found in one GM's dungeon had any effect in someone else's, because the code to implement that artifact couldn't go with you. If all the little MUD objects were implemented in bytecode, then everything would be portable, and you could keep on using that awesome +9 flamethrower in every other dungeon you visited...

    --
    -- *My* journal is more interesting than *yours*...
  16. Nice idea, but .. a different way .. more by RedLaggedTeut · · Score: 2, Interesting
    But you really need some kind of standard. At least one base class. But for this, as standard, you could also use a simple scripting language. Or XML, but that achieves the same ends, and XML can be very choosy about standards adherence.

    On the other hand, I find the scripting taht Stratagus uses to define its units looking kind of scary. But I didn't really try hard to understand it.

    So, in fact, looking not only at single objects but at maps, it would be cool if ALL games could share their data, so you could run several engines using one map.

    I harbor a plan for a kind of broker server that would allow you to transfer characters and assets between different kind of servers, but you would need the servers to adopt this system, which probably only open source games would do. I also fancy a special kind of magic/object system to go with that server.

    Feel like helping me program it ?

    --
    I'm still trying to figure out what people mean by 'social skills' here.
    1. Re:Nice idea, but .. a different way .. more by Anonymous Coward · · Score: 0

      What about the issues of game balance? Bringing a goblin-thwacker +10 from a game where this is a mundane item into another dungeon where the same item would be considered godly would just ruin the experience for everyone.

    2. Re:Nice idea, but .. a different way .. more by hyc · · Score: 1

      I don't think I have any time at the moment to help out. But for the moment, I'm happy to think about what such a game might do.

      re: game balance, and worlds where powerful magic items are plentiful/mundane vs worlds where they are scarce - perhaps we should take another step back. Treat GMing/world design as another player type, with bonuses and advancement for passing certain milestones. Have the game system allocate limited resources to each world, e.g. "you can define as many cool artifacts as you like, as long as the code fits in 64K." As the world progresses thru X number of players per Y period of time, the GM advances to a new level, earning more resources to use in developing the world.

      This kinda says that items are unique, and once removed from your world they never reappear, which could be a drag. But figuring out when to recycle things will be a challenge... If some powerful party comes thru and slaughters everything in your dungeon, taking away all the treasure, you're kind of SOL.

      But somewhere in here may be a workable idea, where the GM/world evolves and advances along with the players. It would be a bit like GodWars or somesuch.

      --
      -- *My* journal is more interesting than *yours*...
  17. Bad idea by 0x0d0a · · Score: 2, Insightful

    Sun is apparently trying hard to prove that Java works well in all areas by getting some proof-of-concepts in gaming. The problem is that, really and honestly, for most genres, Java is a really lousy choice.

    Performance matters in games.

    Memory usage matters in games.

    Bugs are more acceptable in games than in any other genre of software. I might learn to live with a painfully slow backup system if I knew that it was rock-solid, but with a game, "painfully slow" is unacceptable. I can live with having to reopen a game three times over the course of playing it, even if I don't like having to do so.

    All this is going to do is drive home to people how poorly suited Java is for most game development. It hasn't worked well for horizontal-market app development either. Java is *already* big in custom and vertical market work, where it shines. I just don't see the point in Sun doing marketing when they *don't have the product to fill the need they're aiming at*.

    1. Re:Bad idea by FooAtWFU · · Score: 1
      Performance matters in games. Memory usage matters in games.

      While that is somewhat true, remember: we're not necessarily talking about Half-Life 2 or anything here. I'm thinking of games more along the line of, say, Scorched Earth or something like that. After all, if you could play a spiffy-fun game written in assembler or C back in the days of the 486, then *surely* we can run a spiffy-fun game written in Java on your 2Ghz+ system, even if you burn a few cycles in the process. And there were some fun games. The one which immediately comes to mind for me is Inner Space- that game ROCKED, and it was incredibly smooth: even on my 486SX (33Mhz).

      And some games, like Angband, never needed zippy-fast rendering performance.

      --
      The World Wide Web is dying. Soon, we shall have only the Internet.
    2. Re:Bad idea by JavaLord · · Score: 1

      Sun is apparently trying hard to prove that Java works well in all areas by getting some proof-of-concepts in gaming. The problem is that, really and honestly, for most genres, Java is a really lousy choice.

      Performance matters in games.

      Memory usage matters in games.


      Java is fine for small games. recreating UT2004 obviously wont work, but anything cloning from the NES days and before works fine. Have you used Java for game development recently? (even a small one?) It's much better than it used to be.

    3. Re:Bad idea by Anonymous Coward · · Score: 0

      To paraphrase the parent

      "Java Sucks"

      The day it dies, I will dance in the streets, all the while kicking a burning "Duke the homosexual penguin" plush toy.

      Screw Java and all its methods.

    4. Re:Bad idea by digitalgiblet · · Score: 1
      Haven't looked at it for some time.

      Have they done anything that would allow you to access a joystick? I'd love some retro games that might work out in java if you could control them.

      I agree that if you aren't talking about cutting edge games, that java could work IF you can get access to controllers.

    5. Re:Bad idea by AllUsernamesAreGone · · Score: 2

      So if they are so fun, why not reimplement them in a language that doesn't have the memory, cpu load and other problems of Java (ie: write it in c or c++) and then either use less power or have the cpu cycles spare for running other things in the background?

      I've never, ever managed to understand the whole "it doesn't matter if the language we are using is bloated, hungry and generally shit - the hardware can handle it" mentality. Faster hardware should allow you to do new things the old hardware couldn't support and do the old things faster. Not reimplement old things with marginal, at best, improvements while relying on the hardware to compensate for bad language selection.

    6. Re:Bad idea by 0x0d0a · · Score: 1

      I've never, ever managed to understand the whole "it doesn't matter if the language we are using is bloated, hungry and generally shit - the hardware can handle it" mentality.

      I think it's more a collision between two different types of software developers.

      Group (a) is smaller, but their software is used by many more people. They write games, word processors, spreadsheets, P2P clients, web browsers and image editors. This is horizontal market software. A little bit of extra effort on the part of developers translates to massive resource savings for many, many users. For group (a), Java makes very little sense. It is slower. It uses more memory. Sure, maybe it gives slightly faster development time, but that's not a big deal -- knocking sixty days off your development isn't worth a resultant review that your software is "sluggish and RAM-hungry". Java might save these users $60,000 in developer costs, but it's going to cause the users to pay many millions in resultant hardware costs.

      Group (b) does custom and vertical market work. There are many, many people working in group (b), but each person's code is only used by a few people. They write in-house front-ends and code to interface to in-house databases, website backends and highly specialized software. In this case, it really does make more sense to blow money on hardware than on developer time. If you can knock sixty days off your project, and save $60,000 in developer costs, what's an extra gig of RAM and an extra CPU or two? $2,000? Java makes a lot of sense for these folks. This is the sort of stuff that would traditionally be implemented in perl or awk or shell on *IX. I have a lot of scripts that I run on my system or one other. It would be a silly waste of time for me to rewrite them in C -- I'd save a couple of CPU cycles, but on only one computer.

      An end user at home should pretty much be using software developed by group (a), horizontal market software.

  18. "skilled people" by Anonymous Coward · · Score: 0, Funny

    "In my humble opinion, Java still has a ways to go in the gaming industry, but the competition could greatly help if skilled people enter."

    Maybe Java's problem is that skilled programmers don't use it. ;)

    1. Re:"skilled people" by startup.cmd · · Score: 0
      Well, judging from this story, you're probably right.

      --

  19. If you write an invaders clone... by Adrian+De+Leon · · Score: 1

    Just remember, if you write an invaders clone, please don't call it Java Invaders or Sun will sue your ass. :-)

    --
    adl

    My boring ramblings
  20. Chrome by EzRaD · · Score: 0

    wasnt Chrome written in Java or something like that? anybody know anything more about it?

    --
    A good sense of humor is essential to deal with the worlds reality.
  21. sponsors by mwheeler01 · · Score: 2, Interesting

    I think it's interesting that AMD and the Tapwave are helping sponsor this contest. Also I think that as computer's get faster virtual machines will become more viable as a cross platform solution for porting games. Imagine taking a java game from your PC-CDROM and popping it into your console of choice when your friends come over.

    --
    Pretty widgets? What pretty widgets?
  22. Check out Vampire - Re:Bad idea by Jungle+guy · · Score: 1

    I am not sure, but I have heard that the game Vampire the Masquerade used Java, combined with a graphic engine coded in C. Therefore, they could get the speed of C code and ease of coding of Java.

  23. That would be the same as trading .. by RedLaggedTeut · · Score: 1

    Essentially if you bring a goblin-thwacker +10 from a game where this is a mundane item into another dungeon where the same item is considered godly, then this is the same profit that can be made by trading, adding new option to do stuff in the game. The mediator program amd both dungeons will provde a mechanism which will lead to a shortage of goblin-thwackers in the dungeon where it formerly was mundane.

    --
    I'm still trying to figure out what people mean by 'social skills' here.