I am a systems administrator and for many years I worked with *nix servers. My main experience programming is with Perl and shell scripting, but in my new job I've been told to learn Java and well... I'm not even interested in it. But what I am interested in is in game development, so while I don't have any interest in Java, I was wondering if I could use it to develop games?  I was wondering whether this is viable and if so, what approach should I take?
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I have scoured the internet, but there are not very many resources for Java game development, not nearly as many as C++. In fact, most engines are written in C++. I tried to play a game made with jMonkeyEngine, but the game was terribly slow, to the point where my computer froze. I had no other Java applications running, and nothing too resource intensive. In contrast, my computer can play most modern 3D games with ease. If I continue to learn and improve Java now, and it turns out that later I am required to learn C++, making the switch might be difficult.  Is Java an acceptable language for serious game development? By serious, I mean high quality graphics, without much lag on modern computers. I also want to consider making games for consoles.
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I do not own Minecraft outside my PS4, I know I can't play either Windows 10 or Java with that purchase. However, my primary computer is Linux and only supports the Java edition, and its past the deadline to get a redeem code for Windows 10 edition if I purchase the Java Edition.    Can I purchase the Windows 10 edition and use that purchase to login and play on the Java edition?
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Lately all of my work has been in Python (and Ruby), and I'm in love with those two languages. There are many libraries for game development on Python but the problem I see is that many of those frameworks don't cover the "distribution" aspect of game creation. I'd like to code my game on Python (and any other pure Python extra libraries I need) and be able to distribute an executable for the main PC platforms (Windows, Mac and Linux).  Any options out there or what are the best combinations for this? (maybe pyglet + cx_freeze)
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I would like to ask a question about Java that doesn't have a specific answer. It's a question to see what people think and to share their opinion.    Will Stack Overflow tolerate this, or is there another Stack Exchange resource where I may ask a question like this?
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I am just starting out trying to learn to develop games. At first I thought C++ and OpenGL were the tools a beginner would start out to make a game, but quickly found out the OpenGL was just a API for graphics. Then I thought C++ and SFML were what I needed to learn to make a game, but found out the SFML was a media framework that could be used to make games but wasn't a game engine.  I don't want to use a software that does all the work for me, I want to code my own game, the way a game programmer would. I don't understand the difference between a IDE, framework, API, and a engine; What separates them from each other? Do some game programmers use the SFML framework, while other programmers use a game engine?
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I'm wondering if $PATH cascades entries. You'll all need to take a leap of faith with me here, but here it goes.  Let's say we have a Java executable at /usr/bin/java but this version is very old and outdated. Unfortunately, we don't have su access so we can't just replace it. We can, however, download the current version of the JRE/JDK locally and point to the updated version. My question is, how does bash handle the case where we have two or more executables with the same name but in two or more different locations? Does bash somehow choose which one to execute when we type java into the console? Assuming /usr/bin has many other executables that we need, how would the $PATH look for something like this to work correctly?  Ideally, when we type java -version we should see:  java version "1.8.0_45" Java(TM) SE Runtime Environment (build 1.8.0_45-b14) Java HotSpot(TM) 64-Bit Server VM (build 25.45-b02, mixed mode)   instead of  java version "1.7.0_45" Java(TM) SE Runtime Environment (build 1.7.0_45-b18) Java HotSpot(TM) Client VM(build 24.45-b08, mixed mode, sharing)   I'm sure this question has been asked before and has some type of jargon associated with it. I've poked around SE, SO, and some forums but didn't find anything conclusive.
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Based on :     Networked game development is not trivial; there are large obstacles to overcome in not only latency, but cheat prevention, state management and load balancing. If you're not experienced with writing a networked game, this is going to be a difficult learning exercise.   I know the theory about sockets, servers, clients, protocols, connections and such things.  Now I wonder how one can learn to write a network game:   How to balance load problems? How to manage the game state? How to keep things synchronized? How to protect the communication and client from reverse engineering? How to work around latency problems? Which things should be computed local and which things on the server? ...   Are there any good books, tutorials, sites, interesting articles or other questions regarding this?  I'm looking for broad answers, but specific ones are fine too to learn the difference.
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I developing a simple real-time strategy game in a small team with no experience, and we're considering using one thread per game object (tank, soldier, etc). Is this a good idea or is it overkill?  The thread would call each object on each instant change (game timer, not graphic engine timer)  We're using Python with the Panda3D engine, meaning the GIL is probably going to reduce a lot the possible speed improvements.
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I started making a 2D game in C# and realized that I could also use a game engine or XNA. For the moment everything works fine but I'm afraid I will have problems in the future.  So do I actually need a game engine or XNA? Or will it also works without.  PS: I don't know anything of XNA so I would learn it.
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I'm mostly a .Net person at the moment, but I've been playing with Java some lately-- exploring what's out there.  Now I'm looking for the Java equivalent for WPF.  I know I could find an OpenGL library or two out there, but that's not really as rich or simple as the WPF system.
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I am fairly familiar with Unity and I know how to work most of the features within it. But I don't know what programing languages to use for my Unity game. I have heard that it might be C#, but I am unfamiliar with C-sharp so I was wondering if Unity can use any other languages. I would not like opinions on which one to use, I just want to know what Unity supports.
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What is the procedure followed by game programmers for saving and resuming game state? like files/mappings. I want to save it for tower defense game and I am using unity3D game engine.
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Recently I started remaking an old game on Unity. Basically I want to remake an old RPG that was released for Playstation 1. I'm not ripping anything from the old game, all the assets are being created by me. I'm creating everything from the scratch, music, 3D models, gameplay however I will keep the (copyrighted ?) names, I will try to create the characters and maps/levels as they were in the original version of Playstation 1 but with better graphics.  I'm not planning on selling it or adding in on a platform like Steam (for obvious reasons, copyrights etc), just giving it for free. But I wanna know when I will finish the development, can I share the game on public with other people so they can download it?  Can the company that made the original game sue me/fine me because of copyrights reasons even though I'm not planning on selling for money?  tl;dr Remake an non-profit game of PS1 from the scratch, can the company that holds the copyrights of the game sue me/fine me?
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I'm wondering something. Whenever i right click on minecraft and click open with another application, i try to find Java JDK. I have installed it for minecraft itself, but i just cant find where java is on the list of other applications. Any help?
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In another  I asked if  is useful in practice. As I didn't get any answers that satisfy me, I want to check the current tools myself. So I need an overview about current existing mutation-test-frameworks. Which of them are most usable and why?   I program in Java, so I would prefer Java-tools, but I would risk a look at interesting frameworks for different languages. I want to integrate in an automatic build-process, so I would prefer tools that can be executed through command-line.
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Is C# a good choice for Ubuntu programming? For example, Unity, or applications that will run on Ubuntu? Am I doing good wanting to learn C# when I'm determined to stick with Ubuntu and develop on it or for it? If not, can you give me reasons why? And which languages would be better than C# for Ubuntu development? I already know C, C++, Java (basics), PHP, MySQL, and Python. I like to learn new stuff, but stuff that worth my time. Is C# worth my time?  If C# is worth my time, here's what I have done and what I need: I installed all mono packages I could find on the Ubuntu standard repositories. Now I want a good tutorial to get me started. I'm a complete noob with C# so a basic tutorial and how to compile run under Ubuntu 12.04 would be great.
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Is there an IDE which can run on Ubuntu that supports C, C++ and Java? I installed , but it only supported Java. I installed the C/C++ package manually, but that package gives an error if I include iostream.   Is there any other IDE which can satisfy my needs? Or can I get NetBeans with all packages pre-installed in it?