Java Game Programming: JOGL vs LWJGL? [closed] - java

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I am currently writing a Turret Defense style game using the GTGE engine, this engine has the ability to use either JOGL or LWJGL to drive the graphics and so I was wondering, which one should I use? What are the pros/cons of each? What factors should I consider when deciding?

In my game development I had the following decision points:
2D or 3D game?
How many time do I want to spent on development?
How many control I want to practice over my rendering/game?
How well can I model my game using an engine?
What are my performance expectations?
What kind of licensing will I release my game?
As I know, JOGL seems to be more in focus of Sun and other developers. I would expect bugfixes and enhancements more frequently.
If changing the driver does not require game/model changes, you could just benchmark both drivers. Then you could compare them based on memory consumption, rendering quality and speed.

I have used JOGL and my experience was preety good.
Also my reason for Opting JOGL was Sun backing.If both suits to your need then its better to go with widely accepted Api and at that time it was JOGL.

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Building a Charting Library on the JVM from Scratch [closed]

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I thought I would ask around here as there are a lot of experienced devs with much more understanding of the Java ecosystem than me.
So, I am looking to build a plotting library for some simulation data I am working on. This will consist of having some subset of matplotlib's functionality. From what I understand I can use the following on the JVM:
JavaFX / Swing
Java2d / java3d
Java OpenGL
Could anyone kindly tell me if any of those are suitable for what I am intending to do, or suggest a better alternative?
I do not want to use an existing plotting library as this is for a project which prevents me from doing so. I can however use a lower level library to build higher level components.
Thanks!
JFreeChart is based on Java2d (AFAICT), so that is definitely an option. You could start by looking at their code, understand their approach and then re-implement the pieces you need. Some will argue that in that case use the library, but as you stated you can't. But there is no shame in using what others have done.

Is JavaFX GUI heavy for the performance? [closed]

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I am learning JavaFX, and it seems very cool, but pretty nasty too. As far as I got it, the GUI is written in XML, and exported in the exact same form (not being converted or anything), and the XML is being read with FXMLLoader, every time the window opens up. Also, JavaFX has much more features than swing (rotating, 3D, etc). So my question is:
Is JavaFX significantly heavier for the performance, comparing to Java Swing? If it is not, then how heavy is it?
In the early days of JavaFX, I tried it out to show a large graph (thousands or tens of thousands of nodes and edges), and found that it was slow compared to displaying the same graph structure in Swing. However, most user interfaces are much simpler than what I was displaying, so any speed difference is irrelevant. Since those early days Oracle has put a lot of work into making JavaFX as fast as Swing. Today's performance in JavaFX is much closer to the performance of swing.
Here is a writeup of someone experience in switching from Swing to JavaFX:
http://www.oracle.com/technetwork/articles/java/casa-1919152.html
The author says:
Performance—Our overall impression is that JavaFX provides the same high level of performance as Swing when it comes to assembling and rendering screens with many components. And JavaFX provides much better performance in the area of transitions and animations (Swing provides very limited functionality in this area). Overall, performance is not an issue.

Android: Are Most Games on the Android Market Written In Java? [closed]

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I am interested in learning about Game development for the Android Platform but one question which has always been on my mind is what programming languages are some of the more popular games written in like Angry Birds, clash of clans and boom beach etc.?
What I really want to know is has the Java I been using to create standard Android Applications be used for games?
you can write in C++, Java, Action Script and many more.
I want to be a game developer... now what? is a good document you can read. I also included some popular library reference for you. Hope that this will help you.
The most popular engine for game development (for android particulary) is Unity3D. It is commercial and qualitative. There are some frameworks (Cocos2D(opensource), unreal engine (commercial and most popular in the past engine on C++), but I (strongly) recommend you to use Unity3D - it has a big community and low skill requirements for install-and-code.

Is it possible to develop AAA game engines in Java?(or in any language on the JVM) [closed]

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Or will it be possible in the near future? Can they optimize JVM further and implement even gentler garbage collectors, maybe with some support for lower-level interference?
I could have asked the question if it's possible to develop AAA games, but since AAA games use highly advanced game engines, I thought the barrier to overcome here is to have similarly advanced game engines written to the JVM.
Is it likely that in 5 years we will see games like Assassin's Creed, that are optimized to infinity with the help of C/C++ libraries by necessity, written in Java?
For the most part, the intensive work is done on the GPU and these are getting more powerful all the time.
You can use the GPU from Java already and JavaFX does this as well as a number of CV libraries.
A simple way to get gentiler garbage pauses is to create less garbage. You program will run faster as well.
Another effective technique is to move the bulk of your data off heap. For minecraft server this can reduce the heap size by 80% and significantly reduce the frequency and pause time of collections.
http://vanillajava.blogspot.co.uk/2014/06/minecraft-and-off-heap-memory.html?m=1

Unity3D vs Java3D [closed]

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Hello, I am a Java Programmer and i want to learn Java3D but Unity3D looks more Advanced than Java3D like Unity3D is more lively, more Alive than Java3D.I would like to ask if Java3D can do exactly as Unity3D or even more.
Unity is a game engine with tools that support it. Java3D is an old 3d graphics library that's no longer supported. So the two are two quite different beasts. Unity3D can do what Java3D can do and more, because it's more of a set of tools and an engine versus just a graphics library. Also, you might want to look into the new JavaFX 3D features.
Java3D is a community project now, and I think it is not very active. JavaFX seems to have very impressive 3D api, and it is under active development.

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