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  • Developing for Mac, without a Mac.

    - by speeder
    Hello I am a "lone wolf" game developer, and games sell more on Mac (because noone make Mac games... bizarre), so I need to make Mac games. My problem is: I don't own a Mac, and I have no way to get one (unless someone donate one to me...), I don't have money even to upgrade my crappy 3 year old PC, or buy a netbook... So, how I develop for Mac without a Mac? I guess that if I installed Mac OS on my machine, it would do, or can I just use Open Darwin instead? Or Mac OS run on virtual machines?

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  • Blackjack game reshuffling problem-edited

    - by Jam
    I am trying to make a blackjack game where before each new round, the program checks to make sure that the deck has 7 cards per player. And if it doesn't, the deck clears, repopulates, and reshuffles. I have most of the problem down, but for some reason at the start of every deal it reshuffles the deck more than once, and I can't figure out why. Help, please. Here's what I have so far: (P.S. the imported cards and games modules aren't part of the problem, I'm fairly sure my problem lies in the deal() function of my BJ_Deck class.) import cards, games class BJ_Card(cards.Card): """ A Blackjack Card. """ ACE_VALUE = 1 def get_value(self): if self.is_face_up: value = BJ_Card.RANKS.index(self.rank) + 1 if value > 10: value = 10 else: value = None return value value = property(get_value) class BJ_Deck(cards.Deck): """ A Blackjack Deck. """ def populate(self): for suit in BJ_Card.SUITS: for rank in BJ_Card.RANKS: self.cards.append(BJ_Card(rank, suit)) def deal(self, hands, per_hand=1): for rounds in range(per_hand): if len(self.cards)>=7*(len(hands)): print "Reshuffling the deck." self.cards=[] self.populate() self.shuffle() for hand in hands: top_card=self.cards[0] self.give(top_card, hand) class BJ_Hand(cards.Hand): """ A Blackjack Hand. """ def __init__(self, name): super(BJ_Hand, self).__init__() self.name = name def __str__(self): rep = self.name + ":\t" + super(BJ_Hand, self).__str__() if self.total: rep += "(" + str(self.total) + ")" return rep def get_total(self): # if a card in the hand has value of None, then total is None for card in self.cards: if not card.value: return None # add up card values, treat each Ace as 1 total = 0 for card in self.cards: total += card.value # determine if hand contains an Ace contains_ace = False for card in self.cards: if card.value == BJ_Card.ACE_VALUE: contains_ace = True # if hand contains Ace and total is low enough, treat Ace as 11 if contains_ace and total <= 11: # add only 10 since we've already added 1 for the Ace total += 10 return total total = property(get_total) def is_busted(self): return self.total > 21 class BJ_Player(BJ_Hand): """ A Blackjack Player. """ def is_hitting(self): response = games.ask_yes_no("\n" + self.name + ", do you want a hit? (Y/N): ") return response == "y" def bust(self): print self.name, "busts." self.lose() def lose(self): print self.name, "loses." def win(self): print self.name, "wins." def push(self): print self.name, "pushes." class BJ_Dealer(BJ_Hand): """ A Blackjack Dealer. """ def is_hitting(self): return self.total < 17 def bust(self): print self.name, "busts." def flip_first_card(self): first_card = self.cards[0] first_card.flip() class BJ_Game(object): """ A Blackjack Game. """ def __init__(self, names): self.players = [] for name in names: player = BJ_Player(name) self.players.append(player) self.dealer = BJ_Dealer("Dealer") self.deck = BJ_Deck() self.deck.populate() self.deck.shuffle() def get_still_playing(self): remaining = [] for player in self.players: if not player.is_busted(): remaining.append(player) return remaining # list of players still playing (not busted) this round still_playing = property(get_still_playing) def __additional_cards(self, player): while not player.is_busted() and player.is_hitting(): self.deck.deal([player]) print player if player.is_busted(): player.bust() def play(self): # deal initial 2 cards to everyone self.deck.deal(self.players + [self.dealer], per_hand = 2) self.dealer.flip_first_card() # hide dealer's first card for player in self.players: print player print self.dealer # deal additional cards to players for player in self.players: self.__additional_cards(player) self.dealer.flip_first_card() # reveal dealer's first if not self.still_playing: # since all players have busted, just show the dealer's hand print self.dealer else: # deal additional cards to dealer print self.dealer self.__additional_cards(self.dealer) if self.dealer.is_busted(): # everyone still playing wins for player in self.still_playing: player.win() else: # compare each player still playing to dealer for player in self.still_playing: if player.total > self.dealer.total: player.win() elif player.total < self.dealer.total: player.lose() else: player.push() # remove everyone's cards for player in self.players: player.clear() self.dealer.clear() def main(): print "\t\tWelcome to Blackjack!\n" names = [] number = games.ask_number("How many players? (1 - 7): ", low = 1, high = 8) for i in range(number): name = raw_input("Enter player name: ") names.append(name) print game = BJ_Game(names) again = None while again != "n": game.play() again = games.ask_yes_no("\nDo you want to play again?: ") main() raw_input("\n\nPress the enter key to exit.") Since someone decided to call this 'psychic-debugging', I'll go ahead and tell you what the modules are then. Here's the cards module: class Card(object): """ A playing card. """ RANKS = ["A", "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K"] SUITS = ["c", "d", "h", "s"] def __init__(self, rank, suit, face_up = True): self.rank = rank self.suit = suit self.is_face_up = face_up def __str__(self): if self.is_face_up: rep = self.rank + self.suit else: rep = "XX" return rep def flip(self): self.is_face_up = not self.is_face_up class Hand(object): """ A hand of playing cards. """ def init(self): self.cards = [] def __str__(self): if self.cards: rep = "" for card in self.cards: rep += str(card) + "\t" else: rep = "<empty>" return rep def clear(self): self.cards = [] def add(self, card): self.cards.append(card) def give(self, card, other_hand): self.cards.remove(card) other_hand.add(card) class Deck(Hand): """ A deck of playing cards. """ def populate(self): for suit in Card.SUITS: for rank in Card.RANKS: self.add(Card(rank, suit)) def shuffle(self): import random random.shuffle(self.cards) def deal(self, hands, per_hand = 1): for rounds in range(per_hand): for hand in hands: if self.cards: top_card = self.cards[0] self.give(top_card, hand) else: print "Can't continue deal. Out of cards!" if name == "main": print "This is a module with classes for playing cards." raw_input("\n\nPress the enter key to exit.") And here's the games module: class Player(object): """ A player for a game. """ def __init__(self, name, score = 0): self.name = name self.score = score def __str__(self): rep = self.name + ":\t" + str(self.score) return rep def ask_yes_no(question): """Ask a yes or no question.""" response = None while response not in ("y", "n"): response = raw_input(question).lower() return response def ask_number(question, low, high): """Ask for a number within a range.""" response = None while response not in range(low, high): response = int(raw_input(question)) return response if name == "main": print "You ran this module directly (and did not 'import' it)." raw_input("\n\nPress the enter key to exit.")

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  • Advice needed: What tech expertise do I need to accomplish my goal?

    - by quaternion
    I have a business plan & money to hire a developer - the essentials involve simple online games for children (played via traditional computer over the internet) such that their scores are uploaded to a database that can be viewed via a nice portal. What I don't know is: what technologies I would want my developer to know (the only somewhat unusual requirement I have is that the games have relatively accurate timing of keypresses/mouse presses) how much I should expect to pay (in general, what is the appropriate range) how many hours a program of the complexity of a simple tower defense -type game should take to develop (to be clear, the idea is not to implement TD, but rather other games of similar complexity) whether I should go with capable acquaintances, some online kind of online web-dev bidding site, or just try to find a capable undergraduate at the local university who I can wow with his/her first big paycheck, how I should communicate the software's specifications to my hired developer... Is there a standard I should be using? whether I should hire a webdev consultant for a few hours to help me answer these questions, instead of asking stackoverflow Thanks for any advice!

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  • What first game did you program, and did it make you a better developer?

    - by thenonhacker
    What first game did you program? Name your game, the OS and language, and even a Website URL to get your game. Old DOS Games and Flash Games with ActionScript are allowed. Game kits are allowed, too. ...and did it make you a better developer? Programming games can be addicting, and it will bring out the best in us as we create our first game. What lessons did you learn form most? Algorithm and/or AI's? Graphics? User Interface? File Formats and Data Storage? Project and Time Management? Can you say that because you practiced programming by creating this game, you became more immersed with the programming language you used and helped you become a better developer?

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  • cant use Activerecord find method with associations.

    - by fenec
    here are my models: #game class Game < ActiveRecord::Base #relationships with the teams for a given game belongs_to :team_1,:class_name=>"Team",:foreign_key=>"team_1_id" belongs_to :team_2,:class_name=>"Team",:foreign_key=>"team_2_id" def self.find_games(name) items = Game.find(:all,:include=>[:team_1,:team_2] , :conditions => ["team_1.name = ?", name] ) end end #teams class Team < ActiveRecord::Base #relationships with games has_many :games, :foreign_key =>'team_1' has_many :games, :foreign_key =>'team_2' end When i execute Game.find_games("real") i get : ActiveRecord::StatementInvalid: SQLite3::SQLException: no such column: team_1.name How can i fix the problem i thought that using :include would fix the problem.

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  • How do I use Criteria to make a join on a date field (in DB2) based on the year.

    - by HtmlTableGuru
    I have a java.util.Date field in my Object. I would like to use Criteria to select all rows that have a date field with a given year. The SQL would look like the following: SELECT * FROM GAME GM WHERE YEAR(GM.GAME_DATE) = 2010 How can I use Criteria to accomplish this? Thanks in advance. public Collection<Game> getGamesByDate(Date date){ Collection<Game> games = null; try { session.beginTransaction(); Criteria criteria = session.createCriteria(Game.class); criteria .... ... ... games = criteria.list(); } catch (HibernateException e) { e.printStackTrace(); } return games; }

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  • Conceptually, how does replay work in a game?

    - by SnOrfus
    I was kind of curious as to how replay might be implemented in a game. Initially, I thought that there would be just a command list of every player/ai action that was taken in the game, and it then 're-plays' the game and lets the engine render as usual. However, I have looked at replays in FPS/RTS games, and upon careful inspection even things like the particles and graphical/audible glitches are consistent (and those glitches are generally *in*consistent). So How does this happen. In fixed camera angle games I though it might just write every frame of the whole scene to a stream that gets stored and then just replays the stream back, but that doesn't seem like enough for games that allow you to pause and move the camera around. You'd have to store the locations of everything in the scene at all points in time (No?). So for things like particles, that's a lot of data to push which seems like a significant draw on the game's performance whilst playing.

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  • Zend Framework Db Select Join table help

    - by tester2001
    I have this query: SELECT g.title, g.asin, g.platform_id, r.rank FROM games g INNER JOIN ranks r ON ( g.id = r.game_id ) ORDER BY r.rank DESC LIMIT 5` Now, this is my JOIN using Zend_Db_Select but it gives me array error $query = $this-select(); $query-from(array('g' = 'games'), array()); $query-join(array('r' = 'ranks'), 'g.id = r.game_id', array('g.title', 'g.asin', 'g.platform_id', 'r.rank')); $query-order('r.rank DESC'); $query-limit($top); $resultRows = $this-fetchAll($query); return $resultRows; Anyone know what I could be doing wrong? I want to get all the columns in 'games' to show and the 'rank' column in the ranks table.

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  • htaccess mod rewrite files to go through php first?

    - by jiexi
    I have a directory full of files. Originally people were allowed to direct link to these files. Now i would like to run all files through a php file first. Could someone help me with the .htaccess needed to do that? The phpfile used to handle the downloads will be called download.php and it will have a get variable called $ref So i need noob.com/games.zip to goto noob.com/download.php?ref=games.zip BUT still retaining the url of noob.com/games.zip Thanks!

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  • What did they program this toy with?

    - by Trix
    A rather strange question: I'm often asking myself with what programming languages things were created. I recently found this toy mini computer I played with when I was 13 or so at home. (Note: It is not one of those toy "notebooks", it's really small and came as an extra with a magazine) "Features": Hadware: LCD with a small field of pixels where the games were going on, besides that some stats such as score, highscore etc. Sounds and horrible music when started A really small "keyboard" with a wire Software: At least 14 or so games, from Snake over Tetris and Breakdown to some abomination of a car racing game A calculator Game selecting menu An alarm clock Inside there is a really small circuit board, I don't want to open the thing up now, though. Can you imagine if the games and "Operating System" of this thing where actually programmed using a language? If yes, what language could it be? If not with a programming language, how else was it created?

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  • What things can I teach a group of children about programming in one day?

    - by Rich Bradshaw
    I'm running a day for 30 kids aged 11-18 about computer game programming. They have all opted to do it, but they have no experience at all of programming. My main aim is for them to learn a few things: programming is hard/challenging programming is something they can learn to do being a computer games programmer != playing games all day a little more insight into how games actually work I'd thought of splitting them into two groups, of younger/less experience and older/more experience, then doing slightly different things. I'd considered showing them Scratch, Game Maker, before showing them the basics of Python and getting them to write a simple text based game (perhaps something like, computer picks a random number, you have to guess it in as few guesses as possible, computer says higher/lower for each guess). Does anyone have any ideas of things to do/show them/ways to teach them?

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  • frame variable cannot be found

    - by Umzz Mo
    I am making 3 board games, and I have started my coding off in one class. Now that i wanted to move around it is giving me problems. In my view class I just want to have the main frame where users can pick from the games. And in the other views, i.e the childrens of view class i want to have the interface for the actual games. Now that the Jframe frame = new frame was created in the parent class, it cannot find the variable frame in the children classes.

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  • Objective C and C++ for Game Development

    - by Holland
    I'm trying to figure out which language I should begin learning. I've only been programming for about 6 months, with languages like PHP, Java, and C#. I want to learn how to dev games, and while I know in most cases the answer to this would be through C++ (at least, I would think), though I'm still curious about what Objective C can offer in the sense of long term benefit. It seems like there's a chance that Objective-C may actually become more popular than C++ in a few years, and for all I know, it may become the de facto standard development language for games. Still, despite all of this, I really don't know anything, and this is all speculation. Both languages seem very interesting, and obviously can pull a lot of out of themselves. What do you think? Note: despite what some might say, I really don't want to end up using prebuilt engines, and would rather just learn how to make my own. I'm well aware that it takes a lot more time, but I'm quite ok with that.

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  • Design Pattern for Social Game Mission Mechanics

    - by Furkan ÇALISKAN
    When we want to design a mission sub-system like in the The Ville or Sims Social, what kind of design pattern / idea would fit the best? There may be relation between missions (first do this then this etc...) or not. What do you think sims social or the ville or any other social games is using for this? I'm looking for a best-practise method to contruct a mission framework for tha game. How the well-known game firms do this stuff for their large scale social facebook games? Giving missions to the players and wait players to complete them. when they finished the missions, providing a method to catch this mission complete events considering large user database by not using server-side not so much to prevent high-traffic / resource consumption. how should i design the database and server-client communication to achive this design condidering this trade-off.

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  • App Store: Profitability for Game Developers

    - by Bunkai.Satori
    Recent days, I've been spending significant time in discovering chances of profitability of AppStore for developers. I have found many articles. Some of them are highly optimistic, while other are extremely skeptical. This article is extremely skeptical. It even claims to have backed its conclusions by objective sales numbers. This is another pesimistic article saying that games developed by single individuals get 20 downloads a day. Can I kindly ask to clarify from business viewpoint whether average developers publishing games and software on AppStore can cover their living expenses, even, whether they can become profitable? Is it achievable to generate revenues of 50.000 USD yearly on AppStore for a single developer? I would like to stay as realistic as possible. Despite the question might look subjective, a good business man will be able to esitmate chances for profitability and prosperity within AppStore.

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  • App Store: Profitability for Game Developers

    - by Bunkai.Satori
    Recent days, I've been spending significant time in discovering chances of profitability of AppStore for developers. I have found many articles. Some of them are highly optimistic, while other are extremely skeptical. This article is extremely skeptical. It even claims to have backed its conclusions by objective sales numbers. This is another pesimistic article saying that games developed by single individuals get 20 downloads a day. Can I kindly ask to clarify from business viewpoint whether average developers publishing games and software on AppStore can cover their living expenses, even, whether they can become profitable? Is it achievable to generate revenues of 50.000 USD yearly on AppStore for a single developer? I would like to stay as realistic as possible. Despite the question might look subjective, a good business man will be able to esitmate chances for profitability and prosperity within AppStore.

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  • GDC 2012: From Console to Chrome

    GDC 2012: From Console to Chrome (Pre-recorded GDC content) Cutting-edge HTML5 brings high performance console-style 3d games to the browser, but developing a modern HTML5 game engine can be a challenge. Adapting to HTML5 and Javascript can be bewildering to game programmers coming from C / C++. This talk is an overview of the tools, techniques, and topics you need to be familiar with to adapt to programming high performance 3D games for the web. Topics will include cutting edge HTML5 APIs, writing high performance Javascript, and profiling / debugging tools. Speaker: Lilli Thompson From: GoogleDevelopers Views: 3845 80 ratings Time: 01:02:14 More in Science & Technology

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  • Getting ADB to run

    - by gh0st_h4wk
    I've recently installed ubuntu and I need Android SDK (and subsequently, adb) in order to develop my apps to college. The fact is that, no matter what I do, I can't get adb to work. Exporting its place to the PATH didn't worked. I only get "file or directory not found" error while this are the contents of the PATH variable: renan@RocketQueen:~$ echo $PATH /usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games:/usr/local/games:/home/renan/adt/sdk/tools:/home/renan/adt/sdk/platform-tools I don't want to install android-tools-adb/fastboot because they're outdate when compared to SDK Manager ones. What do I need to do in order for it to work from anywhere when called from terminal?

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  • Chess as a team building exercise for software developers

    - by maple_shaft
    The last place I worked wasn't a particularly great place and there were more than a few nights where we were working late into the evening trying to meet our sprints. The team while stressed out got pretty close and people started bringing in little mind teasers and puzzles, just something we would all play around with and try to solve while a build/deploy was running for the test environment, or while we were waiting for the integration test run to finish. Eventually it turned into people bringing chess boards in and setting them at their desks. We would play by email sending each other moves in chess notation, but at a very casual pace, with games lasting sometimes two or three days. Management tolerated this when we were putting in overtime, but as things were being managed better and people weren't working much more than 40/wk, they started cracking down on this and told us that we weren't allowed to have chess boards at our desks, although they were okay with the puzzle games. What are the pros and cons in your opinion of allowing chess during software development lull time?

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  • 3 Ways to Make Steam Even Faster

    - by Chris Hoffman
    Have you ever noticed how slow Steam’s built-in web browser can be? Do you struggle with slow download speeds? Or is Steam just slow in general? These tips will help you speed it up. Steam isn’t a game itself, so there are no 3D settings to change to achieve maximum performance. But there are some things you can do to speed it up dramatically. Speed Up the Steam Web Browser Steam’s built-in web browser — used in both the Steam store and in Steam’s in-game overlay to provide a web browser you can quickly use within games – can be frustratingly slow on many systems. Rather than the typical speed we’ve come to expect from Chrome, Firefox, or even Internet Explorer, Steam seems to struggle. When you click a link or go to a new page, there’s a noticeable delay before the new page appears — something that doesn’t happen in desktop browsers. Many people seem to have made peace with this slowness, accepting that Steam’s built-in browser is just bad. However, there’s a trick that will eliminate this delay on many systems and make the Steam web browser fast. This problem seems to arise from an incompatibility with the Automatically Detect Proxy Settings option, which is enabled by default on Windows. This is a compatibility option that very few people should actually need, so it’s safe to disable it. To disable this option, open the Internet Options dialog — press the Windows key to access the Start menu or Start screen, type Internet Options, and click the Internet Options shortcut. Select the Connections tab in the Internet Options window and click the LAN settings button. Uncheck the Automatically detect settings option here, then click OK to save your settings. If you experienced a significant delay every time a web page loaded in Steam’s web browser, it should now be gone. In the unlikely event that you encounter some sort of problem with your network connection, you could always re-enable this option. Increase Steam’s Game Download Speed Steam attempts to automatically select the nearest download server to your location. However, it may not always select the ideal download server. Or, in the case of high-traffic events like big seasonal sales and huge game launches, you may benefit from selecting a less-congested server. To do this, open Steam’s settings by clicking the Steam menu in Steam and selecting Settings. Click over to the Downloads tab and select the closest download server from the Download Region box. You should also ensure that Steam’s download bandwidth isn’t limited from here. You may want to restart Steam and see if your download speeds improve after changing this setting. In some cases, the closest server might not be the fastest. One a bit farther away could be faster if your local server is more congested, for example. Steam once provided information about content server load, which allowed you to select a regional server that wasn’t under high-load, but this information no longer seems to be available. Steam still provides a page that shows you the amount of download activity happening in different regions, including statistics about the difference in download speeds in different US states, but this information isn’t as useful. Accelerate Steam and Your Games One way to speed up all your games — and Steam itself —  is by getting a solid-state drive and installing Steam to it. Steam allows you to easily move your Steam folder — at C:\Program Files (x86)\Steam by default — to another hard drive. Just move it like you would any other folder. You can then launch the Steam.exe program as if you had never moved Steam’s files. Steam also allows you to configure multiple game library folders. This means that you can set up a Steam library folder on a solid-state drive and one on your larger magnetic hard drive. Install your most frequently played games to the solid-state drive for maximum speed and your less frequently played ones to the slower magnetic hard drive to save SSD space. To set up additional library folders, open Steam’s Settings window and click the Downloads tab. You’ll find the Steam Library Folders option here. Click the Add Library Folder button and create a new game library on another hard drive. When you install a game in Steam, you’ll be asked which library folder you want to install it to. With the proxy compatibility option disabled, the correct download server chosen, and Steam installed to a fast SSD, it should be a speed demon. There’s not much more you can do to speed up Steam, short of upgrading other hardware like your computer’s CPU. Image Credit: Andrew Nash on Flickr     

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  • Can i make money with my Android Engine or should I focus on game-making?

    - by Roger Travis
    I have dedicated past few month to developing my own android 2d engine. You can see its description, demo and tutorials here http://www.aboxengine.com/ ( jar files will be up in a day or two ). While working on the engine I believed it to be better then most available alternatives ( such as andengine, etc. ) and that people would love to use it in their games and, hopefully, would give me some royalties. Yet as I started posting about my engine on other forums, it start looking like people are only interested in free/opensource engines. Based on your experience, what do you think, is there some way for me to make money with that engine or should I forget about selling it and more focus on making games with it myself? Thanks!

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  • ifconfig : Command 'ifconfig' is available in '/sbin/ifconfig'

    - by Sahil Grover
    My question is related to another open question. My echo $PATH gives me an output which is like /home/sahil/.rvm/gems/ruby-1.9.3-p125/bin:/home/sahil/.rvm/gems/ruby-1.9.3-p125@global/bin:/home/sahil/.rvm/rubies/ruby-1.9.3-p125/bin:/home/sahil/.rvm/bin:/usr/local/bin:/usr/bin:/bin:/usr/games:/home/sahil/.rvm/bin{}:/home/android-sdks/{}:/home/android-sdks/platform-tools/{}:/home/android-sdks/tools/{}:/home/sahil/android-sdks/tools{}:/home/sahil/android-sdks/tools:/home/sahil/android-sdks/platform-tools/ But running ifconfig gives me an output like Command 'ifconfig' is available in '/sbin/ifconfig' The command could not be located because '/sbin' is not included in the PATH environment variable. This is most likely caused by the lack of administrative privileges associated with your user account. ifconfig: command not found after running command like given in other question export PATH="/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games" it runs ifconfig but blocks other commands of ruby rails or rvm. Seeking help how to resolve this. Also why this happens?

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  • Level Design V.S. Modeler

    - by Ecurbed
    From what I understand being a level designer and a character/environment/object/etc Modeler are two different jobs, yet sometimes it feels like a Modeler can also do the job of the level designer. I know this also depends on the scale of the game. For small games maybe they are one and the same, but for bigger games they become two different jobs. I understand a background in some modeling could not hurt when it comes to level design, but the question I have is: Do jobs prefer people who can model for level designing? This way they can kill two birds with one stone and have someone to create the assets and design the level. What is your opinion of the training? Does level design contain skill sets that make them completely different from what a modeler can do, or is this an easy transition for a modeler to become a level designer? Can you be a bad level designer but a good modeler and vice versa?

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  • How do i start Game programming in windows phone xna?

    - by Ankit Rathod
    Hello, I am very much interested in Game programming in Xna. However during my college days i did not take Physics or Maths. Does that mean i can't create games in xna? I just know basics of trignometry. Can you all point me to few links where i can learn xna as well as the basic stuff of Maths that is bound to be required in most of the games? Are all game programmers excellent in Maths and Physics ? Thanks in advance :)

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  • Why isn't Java more widely used for game development?

    - by Anto
    I'm not a game developer or anything, but I know that Java is not very widely used for game development. Java should be fast enough for most games, so where's the catch? I can think of some reasons: Lack of game developers with expertice in Java Lack of good game development frameworks Programmers don't want to accept Java as a games programming language. Most only accept C++ as that? No support for game consoles (though the PC market still exists) It could of course be something else. Could someone who knows the business better than me explain why Java isn't getting momentum when it comes to game development?

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