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Evaluating Java

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From time to time Iíve explored Java in the past. With my knowledge of C-style languages it was easy enough to pick up the syntax. If youíve seen one C-style language you can pretty easily understand most of any others. The hard part is learning to think in Java. All languages have their own mind set, way of doing things. Learning to think in that mind set is always one of the hardest parts of picking up a new language. The other hard part is learning the vast libraries that go with a language. Looking at the Java API reference it is pretty jam packed with good stuff.

Getting a console application up and going was rather easy. Creating a GUI app is a little different than anything Iíve played with in the past. I guess Iíve been spoiled with C#/VB.NET and the nice GUI builder that goes with them. From what Iíve looked at with NetBeans and GUI building the code is horrendous to look at. In the end I will take the advice of the Java gurus here at DIC and build my GUIs by hand. Though when it comes to game programming it is always best to not use GUI components from libraries and build your own GUI components.

My first project may be a little ambitious. Iím going to try to build a text based role playing game. RPGs have always been a favorite of mine so it sounds like a good place to start. That should start to get me more used to thinking in Java. Then I will start on some simple graphical games like Pong to get used to working with those classes.

Stay tuned for more of my game programming adventures.

8 Comments On This Entry

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Programmist Icon

14 December 2011 - 10:54 AM
While you're learning I recommend you check out Groovy. It's a great alternative to Java. It allows you to write normal (verbose) Java code and compile to JVM byte-code, or use Groovy syntax, which is much more concise and adds many more-advanced language features.
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SixOfEleven Icon

14 December 2011 - 11:21 AM
Will keep that in mind. Thanks for mentioning it.
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Raynes Icon

14 December 2011 - 12:47 PM
And of course, on the other side of the fence, Clojure. It is a much different way of doing things. Check it out when you think it might be interesting to see things in an entirely different light.
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Shane Hudson Icon

14 December 2011 - 02:24 PM
And of course, sitting on the fence... pure Java is perfectly apt for a text based RPG. :P
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SixOfEleven Icon

14 December 2011 - 02:31 PM
Clojure is something that I will probably explore at some point, maybe when I'm done with Java. For now I'll stick with Java.
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WolfCoder Icon

15 December 2011 - 12:19 PM
Doing graphics and action in JAVA is actually pretty easy. It's got all the image loading, buffering, and stuff done for you for 2D games. The hard part is making the frame with a panel inside, but then from there you just make a BufferedImage of whatever size you would like and use createGraphics() on it. This way you can draw the image after you're done drawing on the image and there you go, double buffered 2D action graphics.
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SixOfEleven Icon

16 December 2011 - 06:26 AM
Thanks for pointing that out. I had planned on doing a little 2D game development and have been able to create the frame with the panel inside of it easy enough.
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WolfCoder Icon

16 December 2011 - 12:14 PM
System.currentTimeMillis() or something similar is what you do for the millisecond timer you need too for the whole proper frame time thing
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