MegaGlest Forum
Archives (read only) => Vanilla Glest => Multiplayer => Topic started by: flashboss on 24 May 2008, 17:00:35
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hi... I've seen there are many problems using different binaries and different platform in multiplayer. Have you thought to use java to resolve theese problems?
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We had discussed this a lot, it seems to be caused by different accuracies in compilers. As far as we know, there is no simple way to fix it. ::)
Maybe java is a good idea, but game would need to be re-done
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if you need for java I will happy to help you
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Seems like a lot of work and I'm not sure if the developers know Java or if the same features exist. I've only looked at it briefly myself.
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I know Java, but is unsuitable for real time graphics applications, due to it being too slow.
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I learned java for the sole purpose of web design and personal programming. While java maybe cross platform, it is too SLOW for a game like glest. Also, I spent time looking through the java3d package. It is very hard to learn and it
cannot mimic the features that Glest has already. I say c++ all the way.
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java should to be used only to communication between platforms. Java has the power to use native code, leaving unchanged the game
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It seems that Java is not easy to handle.
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About Java being too slow, that's not entirely true anymore.
At least our computergraphics prof told us pleasently surprized that they noticed JOGL being actually even faster in some cases.
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Anyway, the problem first mentioned has been resolved in GAE (Boy, do I wish more people would notice it.... :confused: ).
~Zaggy
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sallyxi: If you really compare C++ and Java, you will see that Java is much easier to handle in some cases(less hacking, more engineering). But anyway for 3D, you are absolutly correct. But as Duke told us there are ways like JOGL, so OpenGL runs natively and there isn't such a huge performance issue.
Anyway, I don't really see that difficult problems, that we really should port all over to java. That's a big step. And we may solve the problems easier.