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Chapter 00. Why Java for Games Programming?

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Chapter 00. Why Java for Games Programming?Page 1Java Prog. Techniques for Games. Chapter 00. Why Java?Draft #1 (18th July '04)1 Andrew Davison 2004Chapter 00. Why Java for Games Programming?This is where I revisit many discussions (i.e. arguments) about why Java is not a crazychoice for games programming. Possibly this chapter isn't necessary since you'realready convinced of Java's qualities. But maybe you're not quite sure.1. First the Advantages but briefly...One of my assumptions is that the reader (that's you) already has an introductoryknowledge of Java the sort of stuff gleaned from a semester's course at college. Nearthe start of that course you'll have been regaled with Java's many advantages: objectorientation crossplatform support code reuse ease of development tool availabilityreliability and stability good documentation support from Sun Microsystems lowdevelopment costs the ability to use legacy code (e.g. C C++) and increasedprogrammer productivity.Rather than explain each of them again I'll take a different approach. I'll discussJava's suitability for games programming in terms of the typicalmisconceptions/complaints wheeled out by people who think that games must beimplemented in C or C++ or assembler or whatever (so long as its not Java).Here's the list briefly: Java is too slow for games programming; Java has memory leaks; Java is too highlevel; Java isn't supported on games consoles so why bother using it; No one uses Java to write real games; Sun Microsystems isn't interested in supporting Java gaming.2. Java is Too Slow for Games ProgrammingThey mean that Java is slow compared to C or C++ the dominant languages forgames programming at the moment.This argument was valid when Java first appeared (around 1996) but has becomeincreasingly ridiculous with each new release. Some figures put JDK 1.0 at 20 to 40times slower than C++. J2SE 1.4.2 (the current release) is typically 1.11.3 timesslower.These numbers depend greatly on the coding style used. ...

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