Actually, to me, speed matters for performance maximization.
Plus, that isn't the only reason I left, I left because I also wanted the language I'm using to be compiled, and I also wanted the language to be strongly typed (to save me a hassle in debugging).
One reason I wouldn't use Java for gamedev, is that it requires the user to install the Java runtime.
If your main priority is speed and performance, I would suggest looking at either C++ or Rust. Both have a steep learning curve, but I am sure that you will benefit from them in your career as a game developer.
Wouldn't Rust require you to install something as well (since it doesn't sound like a native language)? Is it compiled? And will the compiled product work on all devices, like it would Java or C#?
Also, again, I said I'm bad with tools, and tried dipping my toes into C#, but I can't even figure out how to compile my .cs file with .NET through Command Prompt, like I do Java.
A lot of this confused my since I hate (am not friends with (never got to know)) external tools outside of compiling. Wjy can't it just be Files -> Compiler => Product, instead of all this extra vomplex BS??
Though, thanks for the advice, I'll try to look in to it further, and see if I can learn anything.
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Actually, to me, speed matters for performance maximization.
Plus, that isn't the only reason I left, I left because I also wanted the language I'm using to be compiled, and I also wanted the language to be strongly typed (to save me a hassle in debugging).
Libraries for what, Python?
PyGame (which fucking sucks ass).
And TKinter (which works well, but is exceptionally complicated, and underpowered).
One reason I wouldn't use Java for gamedev, is that it requires the user to install the Java runtime.
If your main priority is speed and performance, I would suggest looking at either C++ or Rust. Both have a steep learning curve, but I am sure that you will benefit from them in your career as a game developer.
Wouldn't Rust require you to install something as well (since it doesn't sound like a native language)? Is it compiled? And will the compiled product work on all devices, like it would Java or C#?
Also, again, I said I'm bad with tools, and tried dipping my toes into C#, but I can't even figure out how to compile my
.cs
file with .NET through Command Prompt, like I do Java.When you compile your game, a statically linked binary will be created. This means end-users will not have to install anything.
Yes, and it is the fastest language out there (just behind C/C++)
You just have to compile for each platform you need to target.
The best thing about Rust is Cargo which is a modern package manager / build tool that just works™.
If you're interested, check macroquad which supports Windows, macOS, Linux, Android, iOS and HTML5.
Regarding question three's answer, is there ANY way I don't have to recompile for EACH platform, is there like some "master-platform" compilation?
If not, how do I compile for a specific platform? And can I merge the binaries in to one whole so that they will work on any device when installed?
What people usually do is to setup CI/CD pipeline that automatically builds the project for each target when a new release is made.
For example, you can see in the assets section of this project, the different binaries that target different platforms.
However, you could always write a script to do this step locally. Take a look at rust-lang.github.io/rustup/cross-c...
I believe having a seperate binary for each platform, will lead to smaller and faster binaries.
A lot of this confused my since I hate (am not friends with (never got to know)) external tools outside of compiling. Wjy can't it just be Files -> Compiler => Product, instead of all this extra vomplex BS??
Though, thanks for the advice, I'll try to look in to it further, and see if I can learn anything.