Why in the crap would you be using parallel algorithms in games?
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Anonymous2005-09-13 18:59
Because for certain kinds of games, especially platform and action games, it's easier to think and program every object separately. For example, an enemy just moves (algorithm to move), and kills the player on touch, or is killed by fire. A player just reads keys, and shoots fire. Fire just moves on. That's the idea. Objects (called processes, but they are not threads or processes) voluntarily sync to the next frame (or fractions of it) with the FRAME statement. CDIV takes care of the basic macros and libraries for this to work, and provides a core (process manager) which calls all the processes appropiately and takes care of graphics (each process controls one sprite, with several high level properties like angle for rotations).
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Anonymous2005-09-13 20:36 (sage)
If you know java, learn game programming in java.
Also, you won't be writing a game anyone wants to play for some years.
And not without a staff of dozens or hundreds.
And hundreds of thousands of dollars to pay them.
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Anonymous2005-09-13 21:38
a few million dollars to pay them
fixed
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Anonymous2005-09-14 0:52
>>7
touhou series is almost made by one guy isn't it??? That's popular.
Where do I learn how to game program in java?
I also want to know what other programsI need for musics and graphics. Would photoshop work??!?!?
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Anonymous2005-09-14 1:00
damn I'm confused here.Is it VisualC++ or C++builder??? Axis C++ sounds cheesy
I'll advice against writing games in Java. They'll suck, and if you're up for that complexity (APIs suck ass), you're up for something better that will get nicer, faster, cleaner results, like C+SDL.
Because standard C APIs are so much more extensive than standard C APIs.
Vampire: Redemption was written in Java, and turned out pretty well IMHO. It isn't impossible to write a good game in Java. Just difficult, like in any language, because writing a good game *is* difficult.
That aside, whether you want to write a game in Java or not depends on the sort of game. If you're looking at some sort of click-based web strategy game, Java'd work fine. If you want some sort of fast-paced shooter, quit and go find something useful to do with your time, because you'll only learn the wrong thing if you start hacking away at something like that when you're asking questions like you're asking. Follow >>11 's advice and "start small, start small..."
Also, avoid language fanboyism. It's lame and indicative of an immature approach to development. (Note that I'm *not* referring to >>12--- fanboyism provides no good reasons. >>12 at least provided a good reason. Poor conclusion, but good reason. The Java APIs can get pretty complex.)
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Anonymous2005-09-18 17:17
>>13
NO JAVA. It's unproductive, complicated, and slow. In the end, you'll end up taking as much complexity as C, but you will end up using a half assed engine. If you're going for something easy without caring much for the result (which is what you should do first, BTW), go get something simpler, avoid Java at all costs. If you want to be serious, then don't use Java, use C and C++.
>>14
Not at all. Vampire: The Masquerade - Redemption was written in real language, like everything else. Only its high-level scripting engine was Java.
"Because standard C APIs are so much more extensive than standard C APIs."
=>
"Because standard C APIs are so much more extensive than standard Java APIs."
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Alecto2005-09-18 17:58
If you have to ask how to make a game then you aren't capable of making one. It's that simple.
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Anonymous2005-09-18 23:29
LOOK AT THE CODE FROM FROZEN BUBBLE 2.5K LINES OF PERL AND IT IS A FULL BUBBLE BOBBLE CLONE
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Anonymous2005-09-19 6:18 (sage)
>>18
Please call your setCapsLock(false) method before proceeding.
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Anonymous2005-09-19 7:44
>>16 Because standard C APIs are so much more extensive than standard Java APIs.
Ah, now I understand. The C standard library sucks, granted. You shouldn't even use most of it. But that's where SDL, BString, ICU, PCRE, and other fine multiplatform libraries come in. Besides, you need little more for gaming.
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Anonymous2005-09-19 23:13
What I think C desperately needs are for the standard libraries to be overhauled (and expanded).
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Anonymous2005-09-19 23:27
C++ is getting expanded libraries (see tr0, I think the name is); it consists of some even crazier syntax than already exists and some stuff imported from Boost.
I wish there was a really readable and compact implementation of the STL around. G++ makes me want to poke my eyes out.
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Anonymous2005-09-20 5:41
I prefer C over C++ though, that's why. The STL isn't exactly my cuppa tea, even though I know how to use it.
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Anonymous2005-09-20 7:10
What I think C desperately needs are for the standard libraries to be overhauled (and expanded).
Truth. A lot of old languages suffer from a standard lib that no longer fits in with the modern world. Common Lisp has this problem. Java is already starting to suffer from it, but Sun don't want to remove their shitty inconsistant code because it will break older apps, so the API just gets huger and harder to understand.
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Anonymous2005-09-20 7:22
Truth. C has been unfairly abandoned. I demand for a newstdlib including everything from a multimedia abstraction layer (which may very well be SDL) to hashes, from Unicode 4.1 UTF-8, UTF-16 and UTF-32 strings (with length and dynamic allocation) to a decent, simple datetime API, from threads to better sockets.
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Anonymous2005-09-20 7:37
>>25
I can't tell if you're being sarcastic or not.
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Anonymous2005-09-20 17:00
I want a portable time API that is accurate to microseconds like OS X is.
We now return you to your regularly scheduled postage.
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koko7752005-09-21 23:53
>>15 -- actually, Java isnt quite so slow anymore -- rather than compiling on-the-fly, it compiles the intermediate bytecode when the program is first run. Java is not inherently slow, though I do agree that as a language it is fairly complex -- but also fairly secure. For beginners, it might not be their cup of tea, but it is by no means an inadequate language.