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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."

16 of 54 comments (clear)

  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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  3. 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.

  4. 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.

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    1. 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)

    2. 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"...

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  5. 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 Kardamon · · Score: 3, Informative

      Here's a guide to writing games in J2ME.

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  6. 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.

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  7. 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...

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  8. 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!)

  9. 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 ?

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  10. 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 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.

  11. 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.

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