[casual_games] Game Authoring Language

Wade Tinney wade at largeanimal.com
Mon Aug 8 14:14:07 EDT 2005


Hi Adeo-
 
Are you evaluating technologies for online multiplayer, or
downloadables, or both? 
 
We probably won't use Java for downloadables (we are increasingly
committed to Torque 2D and 3D), but *might* use it for online
multiplayer, especially if there were better libraries available.
Currently, we are using flash for online multiplayer clients. 
 
Wade
 
Wade Tinney
partner, game designer
Large Animal Games
http://www.largeanimal.com <http://www.largeanimal.com/> 
wade at largeanimal.com


-----Original Message-----
From: casual_games-bounces at igda.org
[mailto:casual_games-bounces at igda.org] On Behalf Of Adeo Ressi
Sent: Monday, August 08, 2005 1:04 PM
To: casual_games at igda.org
Subject: [casual_games] Game Authoring Language



At Game Trust, we have been evaluating various casual game development
technologies, including ActiveX, Director, and Java. It is our opinion
that Java may be the best way to go, especially considering the
cross-platform capabilities. Java also has a massive install base, great
client/server capabilities, fast performance, and ways to optimize load
times for online play.

 

The downside to Java is a lack of strong development libraries for
games, though Sun is actively working on this. Java has some problems
with sound handling in the most recent JVM versions, which can be
addressed in your code. Ultimately, different games suit themselves to
different languages, which is why we try to support them all.

 

Game Trust has a number of 2D and 3D Java development libraries that we
have used internally for casual games. We have been thinking to make
these libraries Open Source in conjunction with Sun. It would take us a
couple months to polish them up. 

 

I am wondering what people think about Java, and if anyone thinks that
having a strong set of Open Source Java development libraries would help
them?

 

            Adeo / Game Trust

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