Although, I initially just picked them myself. This wiki page happens to use the terms "hard" and "soft" as well. It's a term that I'm familiar with through practice. I'm not familiar with the term "real-time critical" (is there a definition somewhere)? Compare with C#, which has simple struct arrays built-in, and is backed by Microsoft, who has two major game platforms. Java was also backed by Sun and later Oracle, who never prioritized games. Go isn't used much for games, but out of the box the GC pauses will be measured in microseconds for typical Go applications.īecause Java has no way to pack structs in an array, it's really inconvenient to create vertex data to send to the graphics card. Note how C# and JavaScript are also garbage-collected, and they are commonly used for games. With a combination of GC tuning and careful programming, you can usually make GC pauses short and infrequent. Long answer: Java is one of the most popular languages for game development, because of Android. It would be a boring world if everyone were interested in the same languages. I'm personally not interested in Java as a language. I'm not familiar with the term "real-time critical" (is there a definition somewhere)? But games are soft real-time, except VR. I have high standards, so work well, for me, is critical. Soft, meaning it has to fit a constraint to work well. Hard, meaning it has to fit a constraint to work. You can look at "real-time critical" as either "hard" or "soft", as I'll call it. It depends on the particular trading strategies.
Is it memory intense or computationally intense?īoth, in general. I'm familiar with HFT, but not implementation. Honestly I think the main reason Java isn’t used in games more is just because of how inconvenient it is to pack structures into arrays. If you are interested in low-latency Java, suggest you look at a couple blogs: (Do you know why?) Strictly speaking I am not talking about real-time critical, but just talking about systems with high standards for latency. Just FYI, gamedev is not real-time critical unless you work in VR. JVM is ridiculously tunable, way more so than CLR, which is in turn way more tunable than Go’s GC. The JVM is still tuned for throughput by default, IIRC. Java gets a bad reputation because it was slow in like 1998. We measure latency in microseconds, just like the HFT people. The companies I worked with facing these problems use a lot of C++, but also Go and Java. So, even small variations in latency can be completely unacceptable at this scale. With a fanout of 100, an individual server’s P99 latency becomes your service’s P50 latency. Outside of HFT the companies I work for have large-scale backend services with high fanout. Lower latency means you can’t do arbitrage because someone else is doing it faster, and that can cost you millions of dollars pretty quick. HFT lives or dies on the basis of latency. Lots of people at work used to work in financial sector, so I have friends working on e.g. You would see them if you looked around a little more. Hopefully this data will be of use to some developers evaluating engine/framework options by giving examples of talented devs creating popular games with a variety of engines/frameworks. Recent titles may have shifted in position since I compiled this.Because the ranking strongly favors games with more reviews, I skipped free games/demos.This algorithm gives results close to what one would naturally associate with "popular": games that are both well-known and well-liked. I used Steam250's ranking, which is a combination of both review count and review score. Specifically, compiling a list of the engines powering the most "popular" games released on Steam in 2019. I spent a few hours this weekend following up some research I did previously on game engines.
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