C++ or Java for a Game Engine?
#1
Posted 06 November 2010 - 10:41 AM
I'm sort of looking at Java and C++ to create an engine with, but I don't know what language I should use because I'm a newbie with programming languages.
I was thinking if I was going to use C++ I would use AngelScript or Lua to script the game, and if I was going to use Java I would use Java to script because I don't think AngelScript of Lua have been ported to Java or if I can use them at all in Java.
If you know the differences between these Languages (C++ and Java) for programming games, could you please give some helpful info, Like speed difference, ease of use etc.
And I know Java is more basic and C++ is for the more experienced person.
P.S. No need to tell me not to make an engine but a game instead, because I know the structure of a game engine already.
#2
Posted 06 November 2010 - 01:37 PM
Java is less secure in the sense that it's easy to decompile. Java uses opengl for good or for bad, but it may mean more learning for someone who knows directx. If you are going to do a smaller, web centric engine, Java is probably a little better choice. There aren't as many mid level libraries as c++ for it. There really aren't a lot of java engines around, which should give you some idea of the demand of each, but then, specializing might be the better way to get noticed anymore.
#3
Posted 08 November 2010 - 01:21 PM
Anyways, if I wasn't limited by language, I would not make a Java-based engine. I'd pick a language that is "closer to the metal" or compiles down to a lower level.
#4
Posted 08 November 2010 - 06:26 PM
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Currently working on: the 3D engine for Tomb Raider.
#5
Posted 08 November 2010 - 07:08 PM
Something else to consider...
Java -> port to the 'droid or to the crackberry
.NET -> port to M$ phone
C++ -> port to symbian
If you're good, you'll code your Java or C++ classes such that it would be minimal effort to migrate between the two languages if that should ever happen to you. The core of my C++ engine was ported to C# with minimal adjustments. As a result, I work with the same code base accross multiple platforms including Silverlight, Symbian, Linux, Mac, and iOs. Code is your asset, so write it once and use everywhere.
#6
Posted 08 November 2010 - 07:41 PM
TheNut said:
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Currently working on: the 3D engine for Tomb Raider.
#7
Posted 08 November 2010 - 09:07 PM
#8
Posted 08 November 2010 - 11:01 PM
Quote
The games that do use java on the desktop tend to be web related such as Runescape and Bang Howdy. Runescape is the second most played MMO. I think it's a great language, but I'm a hobbyist. Language really isn't very important on the desktop. What you say about code, though, is a good idea. Not so much for an engine in my circumstances, but things like a pathfinding class, fsm, etc. I'll let someone else write the engine, I don't have that kind of patience. Using an extensible language is important to me, so c++ with scripting just gets in the way as far as I'm concerned, at least in most cases. If it's highly specialized, it's all right.
#9
Posted 08 November 2010 - 11:08 PM
Quote
#10
Posted 08 November 2010 - 11:13 PM
#11
Posted 09 November 2010 - 08:39 AM
LizardGamer said:
But you haven't answered my question. Why not .Net (specifically, C#)? That way, if it just so happens no need extra performance somewhere, you can implement that in C++ and create the bindings between native C++ and managed C# using C++/CLI.
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Currently working on: the 3D engine for Tomb Raider.
#12
Posted 09 November 2010 - 11:09 AM
- www.mattiasgustavsson.com - My blog and current projects
- www.rivtind.com - My Fantasy world and isometric RPG engine
- www.pixieuniversity.com - My Software 2D Game Engine
#13
Posted 09 November 2010 - 01:41 PM
Mattias Gustavsson said:
Pretty much on a majority of machines now.
http://www.statowl.c...soft_dotnet.php
63% on v3, and 21% already up to v4...
#14
Posted 09 November 2010 - 09:17 PM
Mattias Gustavsson said:
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Currently working on: the 3D engine for Tomb Raider.
#15
Posted 09 November 2010 - 11:32 PM
The Wierd one .oisyn said:
Because I don't know anything about them!!!!
#16
Posted 09 November 2010 - 11:35 PM
LizardGamer said:
Beverly Sills
#17
Posted 10 November 2010 - 07:50 AM
.oisyn said:
Wow, that's a massive improvement - it's actually starting to become interesting then :-) I'll probably stick with C++ myself, for performance and out of habit, but it's still good to see C# becoming more of a viable option - I know a lot of people like it.
- www.mattiasgustavsson.com - My blog and current projects
- www.rivtind.com - My Fantasy world and isometric RPG engine
- www.pixieuniversity.com - My Software 2D Game Engine
#18
Posted 10 November 2010 - 07:50 AM
Hyper said:
#19
Posted 10 November 2010 - 04:25 PM
LizardGamer said:
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Currently working on: the 3D engine for Tomb Raider.
#20
Posted 10 November 2010 - 05:18 PM
Mattias Gustavsson said:
Actually, there is a Client Profile for Net3.5 SP1, which weighs in at 28MB. And, yes, there was a massive improvement in the Client Profile, both in content and "visibility" of it. MS realized shoving the whole framework wasn't going to work too well.
http://msdn.microsof...y/cc656912.aspx
There are also lots of web installers that start out at 1MB, and download as needed.
Lastly, users don't need to have the whole framework to run your stuff if they don't need the whole framework to run your stuff.
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