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"Peter Ashford" <[EMAIL PROTECTED]> wrote in message news:[EMAIL PROTECTED] > >>> > >> > >>For 3D (Jogl/OpenGL), Java speed is fine because most of the work is > >>done by the Gfx card. > > > > > > Sounds like a contradiction in terms to me. > > What terms contradict? > > > OpenGL is almost exclusively > > used on PC's > > Ummm... no. Macs use openGL heavily too. So do most graphics workstations. Ok, same difference. > > and therefore C++, VB or DarkBASIC would be much more obvious > > choices. > > Why? What is "obvious" about using BASIC or C++ for openGL over using > Java? I could perhaps understand that argument being made for C or C++, > since openGL is a C interface, but why is BASIC more "obvious" to use > with openGL than Java? Java is generally used in cross-platform business applications since speed matters less there and the payoff of multiplatform execution is a great boon. In games, you want the fastest performance possible. How many commercial PC or console games are written in Java? None that I know off. Speed matters, every drop of it. Until someone comes with a good native code, static compiled version of Java and proves that it's 90% as fast as C/C++ under similar circumstances, I won't give it a second thought. Also note that a lot more tools (libraries and such) are only available for C/C++. Don't get me wrong, I'm a Java fan (as in the language), but in the entertainment industry competion is horrible, so you can't afford your game having just a little less performance. On top off that, people won't like them having to install a virtual machine to run your app. > > And even though a lot is done by the 3D card, there's still plenty > > of overhead in the game logic, so speed does matter. > > Have you profiled that and found out? I have done a lot of profiling of > windows/VC++/openGL, windows/SDL/OpenGL and windows/Java/OpenGL code > and I've seldom found many areas requiring radical optimization - > usually just using a sensible alogrithm does the job. Maybe, but speed still matters and C++ is still quite a bit faster than Java (especially startup and pre-JIT first-run). That may mean that may mean the difference between 12 and 16 computer controlled opponents (compare the PS2 and XBox versions of "DTM Race Driver" for example). > > I've also profiled raw number crunching (floating point and integer > maths, array thrashing) in Java and VC++ and found the performance to be > very similar (for those tests, Java was about 80-105% the speed of C). > That means that unless you code very badly, there's no reason that your > game logic should go slow in Java. > Sounds too good to be true. And what kind of Java programming tools were you using? Compiled or JIT interpreted Java? But when you introduce your commercial Java PC/Console game, let me know. I'll gladly eat my own words.
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