Ditto for the image processing and visulization pros; we
don't play games

--
3D Digital Image Processing
Marketing and Technical Consultant
> I wanted to reply to this.  But Hotmail seems to be having trouble this
> morning.  If this gets double-posted, my apologies.
>
> David,
>
> I completely agree with you.  I'm extremely frustrated with feeling I have
> to defend Java for application development.  In various forums, I'm
> constantly running into both seventeen year-olds as well as veteran
> professional game developers who dismiss Java with an attitude of it being
> either too slow or only worthy of nonsensical web applets.  After a moment's
> questioning, I usually find that their experience extends to Java 1.1.x.
>
> I wish there was more Java Advocacy resources.  Javagaming.org is a good
> site, but frequently news links expire or are dead.  For example, does
> anyone know where to find the AVI of the JAMID demo?  It would be unfair to
> say this limited to Javagaming.org.  Not even Fullsail has it, pointing back
> to Javagaming.org.  The same is true for many other Java3D-related links.
>
> I really hope your project succeeds.  And I'm glad you were received so well
> at GDC.  There needs to be more Java3D applications people can download and
> play with to see that the Java & Java3D formula really does work.
>
> With 3 years of Java2 development experience, 2 years of C++ prior to that,
> and 10 years total industry experience, I presume to say I know what I'm
> talking about.  Three years ago, our team switched gears to devote 100% of
> our application development to the Java2 platform.  And we're impressing our
> customers with what we can do.
> http://www.ncube.com/pressroom/pressreleases/pr2002_3_25_tw.html
>
>
> ----- Original Message -----
> From: "Yazel, David J." <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Friday, April 05, 2002 9:30 AM
> Subject: [JAVA3D] The arrogance of aspiring game developers
>
>
> > I posted this on javagaming.org also...
> >
> > This is kind of a rant, so forgive me in advance.
> >
> > People keep asking for proof that Java is good for gaming.  Over and over
> > and over...
> >
> > But I think I am getting out of business of being a "java3d gaming
> > missionary"... I guess I am a little bit tired of trying to convince
> people
> > that java is a technology good for gaming.  I know it is, but it seems
> that
> > people want proof in the form of a  commercially successful, performative,
> > good looking, state of the art, bleeding edge, 5 pass, bump mapped product
> > running 110 fps on a Geforce II.
> >
> >
> > Well there is currently no such available proof.  If you need that kind of
> > proof then you may have to wait a while, or use C++. Alternatively you
> could
> > prove it to yourself by coding a prototype, but that may be a frustrating
> > experience if you are not a team with experienced Java programmers.
> >
> > One thing to look at is the likelyhood that your team will complete the
> > project under the various languages.  Building a commercial game under C++
> > is an expensive and time consuming endeavor, in my opinion it is much
> longer
> > than doing it in java.
> >
> >
> > Guys, I hate to break it to you, but you have to know the chances of any
> > group of "enthusiastic" developers actually completing a project and
> > bringing it to market is extremely slim?  And it has nothing to do with
> the
> > chosen technology, or money, or people.  It has to do with project
> > management, deadlines, schedules, design and the sheer will to succeed.
> It
> > seems to me that people spend too much time arguing about technology and
> too
> > little time working on their projects.
> >
> > When we started our project 2 years ago there was a number of similar
> > projects being worked on.  Most of them have faded away.  There have even
> > been some notably large commercial projects that have failed.  Most of the
> > these projects were C++/OpenGL and some were Java.  We kept in close
> contact
> > with a few of them.  One of them, called Arcanity
> > (http://www.brickhousetrading.com/) got all the way to beta test before
> they
> > imploded, although I have hopes they will recover.  Now there are over 70
> > MMORPG's under development (according to Gamespy).  I am not worried about
>
> > that, because there are probably something like 500 CRPG's being built
> right
> > now... and some incredibly small number will ever see the light of day.
> > Don't worry about the competition... worry instead about your ability to
> get
> > it done.
> >
> > The point is that it seems a bit, well arrogant, for people to be
> > "demanding" proof that Java/Java3d will be able to perform at a
> competative
> > commercial level.  There are plenty of people here who maintain it can.
> > Even if you have doubts, try taking a look at your estimated development
> > time will be.  If it is 2 years then why worry about it?  If it is less
> than
> > 2 years then you will be in the minority, since most commercial game
> > projects are longer than that.  No one can predict where the industry will
> > be in 2 years.  One thing is for certain though.... if you don't finish
> your
> > game then it doesn't matter where the industry is in 2 years.
> >
> > Back to the arrogance thing.  When people come to the list and start
> judging
> > Java/Java3d through what they have read or some little test case they
> > wrote... what they do is imply that "performance" is somehow important to
> > the success of their project.  How many triangles java3d can render per
> > second should be near the bottom of the list of your priorities.  It is
> > arrogant to say that you need that extra 10 percent speed to be
> > competative... thats a blatant falsehood and misconception.  What you need
> > more than that 10 percent is to finish a fun, playable game!  To argue
> about
> > performance is like stating "I know I can do all I have to do... but can
> > Java3d do what it needs to do?"... and this is really the height of
> conceit.
> > I think sometimes people unconsiously engage in all these evaluations,
> > judgements and critiques so that they can avoid facing the reality of what
> > is in front of them.
> >
> > My suggestion is to pick the technologies you like working with and feel
> > productive with.  If you are a C++ / OpenGL guy then knock yourself out
> > writing a rendering engine and then writing your game.  If you have the
> > money just buy NetImmerse or Lithtech if you want to get right to building
> > the game.  If you like Java and you know OpenGL, but don't like the
> > restrictions of a scenegraph architecture then try gl4java, but you will
> > still end up writing a rendering engine before you write your game.
> >
> > Flipcode, Gamedev and OpenGl.org are full of hundreds of "groups" building
> > games... games that never get finished.  They spend years writing a
> > rendering engine and then stall on the game itself.  Many of these people
> > are "experts" in 3d programming and are extremely critical about
> everyone's
> > work.  I have seen them pick apart an image someone posted because the
> > shadow volumes were inaccurately combining to over-darken overlapping
> > areas... something I hadn't even noticed when I looked at the image.
> People
> > spend a lot of time figuring out how to render their games in some extra
> > special fancy technique so they can be "competative".  I agree there is a
> > minimum acceptable quality that games must meet to be purchased, but that
> is
> > far below some of the techniques which are possible.  Do you really need
> to
> > build all your geometry using subdivision surfaces so that someday you can
> > increase your mesh densisty dynamically and get some berely perceived
> > improvement in tesselation?  Do you really need to define all your
> textures
> > using shaders so that someday when there are 4 texture units on cards you
> > can have runtime dynamic per-pixel lighting with bump-mapping?  I think we
> > need to resist the allure of the sexy 3d visuals and concentrate on
> pulling
> > everything together to finish our projects.
> >
> >
> > David Yazel
> >
> >
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>
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