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TIGSource ForumsPlayerGamesShould my next project be in Java or C#?
Poll
Question: Should my next project be in Java or C#?
Java - 23 (65.7%)
C# - 12 (34.3%)
Total Voters: 31

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Author Topic: Should my next project be in Java or C#?  (Read 4260 times)
CyanPrime
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« on: March 22, 2009, 09:59:42 AM »

Should my next project be in Java or C#?
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battlerager
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« Reply #1 on: March 22, 2009, 10:01:55 AM »

Vin Fiz
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CyanPrime
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« Reply #2 on: March 22, 2009, 10:02:42 AM »

Vin Fiz
What?
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lordmetroid
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« Reply #3 on: March 22, 2009, 10:10:27 AM »

Java of course, so much better documented and longer development time.
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muku
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« Reply #4 on: March 22, 2009, 10:43:04 AM »

The question is useless. How about you tell us about what you're trying to do, your technical skillset, how you want to distribute the game, if you want to make money off it, etc? In my opinion, C# is better from a pure language design standpoint, but after all that's not what you asked: there are so many other considerations to be made depending on your situation.

Also: technical forum.
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Don Andy
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« Reply #5 on: March 22, 2009, 02:33:44 PM »

Maybe it's just the overcomplicated version of flipping a coin? Shrug
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team_q
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« Reply #6 on: March 22, 2009, 11:03:27 PM »

I was taught how to program on Java, but I've done my best work with C#, how does this help you? I have no idea.
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Dirty Rectangles

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« Reply #7 on: March 23, 2009, 06:38:45 AM »

I was not taught in Java, and I have not done my best work in Java. What I can tell you is this: I don't see why anyone would waste precious vertical space by giving the opening brace main function its own line class. For the record, I believe strongly in opening brace rights including the right to a new line.

I voted for C# even though I'm not fond of XNA's compatibility issues, but if you really do like Java, then go ahead and use it. At least it's "cross-platform."
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tylerjhutchison
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« Reply #8 on: March 23, 2009, 07:23:16 AM »

LISP(LISP(LISP(LISP(LISP(use lithp)))))
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tylersaurus.com | twitter | blog | wedrawcomics.com -- software engineer by day, comic book artist/game dev by night.
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« Reply #9 on: March 23, 2009, 07:44:36 AM »

This is now a Java vs C# thread!
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Hajo
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« Reply #10 on: March 23, 2009, 07:46:26 AM »

The only real reason I see for Java is that Java is cross platform, while C# is mostly tied to Windows?
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« Reply #11 on: March 23, 2009, 09:04:31 AM »

I've been thinking to give C# with the Tao framework a try sometime, but I haven't really looked into it very deeply yet.

On the other hand, there is also a good handful of game libraries for Java available.

I'm considering either for my "not Flash" language to learn currently.
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Krux
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« Reply #12 on: March 23, 2009, 11:37:23 AM »

give processing a try, or use the processing libs in java
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team_q
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« Reply #13 on: March 23, 2009, 01:55:26 PM »

All XNA is C#, but not all C# is XNA.(well I guess excluding shaders, but you know what I mean)
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« Reply #14 on: March 24, 2009, 03:09:18 PM »

Real men program games in assembly language.
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« Reply #15 on: March 24, 2009, 08:08:17 PM »

Actually, real men enter opcodes in nano.
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« Reply #16 on: March 25, 2009, 05:09:11 AM »

I'd sat C# since it's like Java but with much better access to hardware. Although if you want to port over to linux then java probably best way to go. I personally had some speed issues in java but it was an MMO game.
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Hideous
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« Reply #17 on: March 25, 2009, 05:39:57 AM »

Actually, real men enter opcodes in nano.

Real programmers use butterflies, though.
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« Reply #18 on: March 25, 2009, 06:40:41 AM »

And what will real programmers use when spinning media has become obsolete? Obsolete butterflies?

How about:
opcodes in nano
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« Reply #19 on: April 04, 2009, 11:45:24 AM »

I'd advise against using processing to make a game, it's not really built for it. It lacks a way to test for the status of a key, you just get events. Things like joypad support and sound are handled through external libraries. The accelerated graphics support is still pretty dodgy.
Slick 2D is a much better starting point. It's an object layer over OpenGL using the LWJGL library (so it's accelerated by default). It has game specific stuff like classes to handle tile based maps and A* path finding.

If you want to build your own engine, LWJGL is (like Tao is for .Net) a simple access layer for OpenGL, OpenAL and some input/controller stuff for Java. Tao has some other neat libraries aside from those, but that's the meat of what you'll need for cross platform game development using accelerated graphics anyway.
It seems LWJGL is a bit better maintained than Tao. It already has OpenGL 3.0 support while there hasn't been an official Tao release since May last year.

I've been using LWJGL for quite a while now and I'm very content with it. I like Eclipse a lot better than Visual Studio and Javadocs a lot better than MS's horrid documentation thing. Also, you can make webstarts with Java, so people on any platform can play your game with one click.
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