4 ms·
We've all heard the poor story with Java in regards to performance, and the arguments for/against it, so I'm not going to dwell on that. A significant amount of
by mooman219 9y ago
We've all heard the poor story with Java in regards to performance, and the arguments for/against it, so I'm not going to dwell on that. A significant amount of work is being done on the GPU now more than ever anyway.
At least in my experience, I've had a great deal of fun working with LWJGL and it is a pleasure to use. It's very unopinionated and doesn't try to force you into any sort of specific structure. On top of that, Java + LWJGL hide a significant portion of the cross-platform mess that you inherently see in this field. No matter where you stand on the issue, setting up a project to build and run cross platform, and managing its dependencies is a pain point in C/C++. Add a trivial maven configuration once and you're good to go the majority of the time. Having a mature package manager is also something that you shouldn't ignore.
No one should shy away from writing a game if all they're familiar with is Java/some JVM language. It's a gradient between choosing the right tool for the job and premature optimization. Here's a video of what looks to be a dead project, but still serves as a decent tech demo of a nice looking game running on the JVM https://www.youtube.com/watch?v=eM_bABrFERs https://www.youtube.com/watch?v=eM_bABrFERs .