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19No, protability isn't better in Java in the video game world. Most console don't have a JVM. For portability reasons, C++ is prefered to java in video game world.deadalnix– deadalnix2012-10-11 14:07:27 +00:00Commented Oct 11, 2012 at 14:07
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5Why is library ecosystem a bonus for Java? Networking, sound, key-value pairs - that's not a thing; that's avilable everywhere nowadays. I would actually argue that AI and image processing is much easier done with C/C++ libraries (fann, OpenCV).MrFox– MrFox2013-03-11 18:50:16 +00:00Commented Mar 11, 2013 at 18:50
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4More important than FPS, I would perhaps emphasize consistent frame rates. I can have my game running at 100FPS, but if some of those frames take half a second, that's just not going to do. Even if GC is fast, if it causes noticeable irregularities it's still a problem. (This speaks nothing to Java's performance in particular, just a general problem to keep in mind)Gankro– Gankro2014-03-24 04:12:34 +00:00Commented Mar 24, 2014 at 4:12
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2I wrote a first person shooter in Java and I have never had any trouble with the garbage collector even when I didn't use one with low latency. Anyway, when the memory isn't allocated on the Java heap, it's up to me to deal with it without the garbage collector and most of my memory footprint comes from the VBOs. In other terms, the garbage collection isn't a problem because it works when it's used for what it's designed for and it's not up to it to handle large objects on the GPU or on the native heap (!= Java heap). Don't blame an anvil for not being an efficient mean of brushing your teeth.gouessej– gouessej2017-08-04 11:22:39 +00:00Commented Aug 4, 2017 at 11:22
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2@deadalnix The video game world isn't only composed of the consoles.gouessej– gouessej2017-08-04 11:26:09 +00:00Commented Aug 4, 2017 at 11:26
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