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Game maker or java?


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#1 Israphel

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Posted 20 March 2012 - 02:35 AM

I'm porting a pretty big mulitplayer (networked) game (big in terms of size and complexity) from GM to Java.

It isn't an MMO of any sort, but users will be able to host private servers with up to 15 or so players. I've noticed that when I have the 1000 or so objects needed to run the game (terrain entities, creatures, etc) in game-maker, the fps averages out at around 28. I haven't actually made any games in java, but have the skills now to make games on the platform. I also want to be able to run my game in a web broswer.

So my question to you is ...

How does java compare to GM in terms of drawing many images to the screen, and handling thousands of entities in existence?
and
How are the java multiplayer/network/socket packages? Will a game scripted in java run any faster (over the network) than a game made in GM?
and finally
How does java's handling of 3D games compare to game-maker's handling of 3D games? (I think I might implement some 3d elements to the game as well)

Thanks

Edited by Israphel, 20 March 2012 - 02:40 AM.

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#2 Debels

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Posted 20 March 2012 - 02:47 AM

I'm porting a pretty big mulitplayer (networked) game (big in terms of size and complexity) from GM to Java.

It isn't an MMO of any sort, but users will be able to host private servers with up to 15 or so players. I've noticed that when I have the 1000 or so objects needed to run the game (terrain entities, creatures, etc) in game-maker, the fps averages out at around 28. I haven't actually made any games in java, but have the skills now to make games on the platform. I also want to be able to run my game in a web broswer.

So my question to you is ...

How does java compare to GM in terms of drawing many images to the screen, and handling thousands of entities in existence?
and
How are the java multiplayer/network/socket packages? Will a game scripted in java run any faster (over the network) than a game made in GM?
and finally
How does java's handling of 3D games compare to game-maker's handling of 3D games? (I think I might implement some 3d elements to the game as well)

Thanks

I would recommend you to wait till GM:Studios releasement since the FPS on studios in my pc its like 800 FPS or 700 FPS and it was a big room with lots of objects :)
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#3 Israphel

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Posted 20 March 2012 - 04:00 AM

I have GM8 right now.

Can a game made in GM8 be imported to studio no questions asked?
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#4 TheSnidr

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Posted 20 March 2012 - 06:18 AM

I have GM8 right now.

Can a game made in GM8 be imported to studio no questions asked?

Not entirely, see this topic http://gmc.yoyogames...howtopic=533244
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#5 Gamer3D

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Posted 20 March 2012 - 05:36 PM

How does java compare to GM in terms of drawing many images to the screen, and handling thousands of entities in existence?

Most languages can handle thousands of entities in existence without any speed decrease. If you execute code for each of them though, then you may run into problems.

The problems arising from thousands of GM entities is that they each check collisions, movement, etc., whether or not it's actually useful for that object.

How are the java multiplayer/network/socket packages? Will a game scripted in java run any faster (over the network) than a game made in GM?
and finally

39DLL is rather direct access to network functions. I'm sure Java has something similar. So there should be little speed difference except for the problems with GM's interpreter speed.

How does java's handling of 3D games compare to game-maker's handling of 3D games? (I think I might implement some 3d elements to the game as well)

Just like in the current version of GM, this depends entirely on you and the graphics packages you can find. Java has been used in some excellent 3D games (Minecraft, Runescape, etc.). Runescape used its own graphics engine (Had some depth-sorting problems, but was otherwise a nice piece of work), and Minecraft uses OpenGL (I think. Haven't checked).


If there's anything to take away from this, it's that the programmer is usually far more important than the tool used. I've made movement engines for adventure-type games (Just about anything where the player cannot leave the ground) that work in constant-time; in other words, the collision environment can have millions of polygons without any speed difference. Also, any method you use will have drawbacks; for example, my movement engine requires a carefully formatted collision mesh that is difficult to generate.
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#6 Debels

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Posted 20 March 2012 - 07:23 PM

I have GM8 right now.

Can a game made in GM8 be imported to studio no questions asked?

Yes it can, but there COULD be some bugs/code missing in GM:Studios with your GM:8 game (with my MMORPG there was a few bugs with extensions)
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#7 Israphel

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Posted 20 March 2012 - 09:43 PM

Awesome. I asked the question below on the GM:Studio Pricing topic, but it doesn't seem that that page is visited very often.

Does that 'buy HTML5 and get Studio+HTML5 Extension for free' discount still exist??
It's going to take 6 more days for my $$ to transfer to paypal..

Edited by Israphel, 20 March 2012 - 09:43 PM.

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#8 Debels

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Posted 20 March 2012 - 10:24 PM

Awesome. I asked the question below on the GM:Studio Pricing topic, but it doesn't seem that that page is visited very often.

Does that 'buy HTML5 and get Studio+HTML5 Extension for free' discount still exist??
It's going to take 6 more days for my $$ to transfer to paypal..

i think not, ask the Admin's
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#9 brac37

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Posted 23 March 2012 - 08:06 PM

g-java is free, but I do not think it supports > 6.1.
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#10 NakedPaulToast

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Posted 24 March 2012 - 03:21 PM

g-java is free, but I do not think it supports > 6.1.

G-Java was never anything more than a very poor proof of concept.

Anybody suggesting it as a workable alternative to GameMaker obviously never used it.

Why would you suggest an old abandoned piece of software that never worked and you don't even use?
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