Articles Index
Janice J. Heiss
July 2004
In Part One of our interview with Sun Microsystems' Chief Gaming
Officer, Chris Melissinos, we explored Sun's commitment to
games and the burgeoning role of Java technology in game
development. Recently, we met with Melissinos again to discuss
the latest advances in Java technology-based game-centric
technologies.
Sun's Game Server Prototype
Tell us more about Sun's massive, multiplayer game server
prototype.
We see this prototype as the cornerstone of the compute utility
model for network and online games, which means that game
companies should no longer have to purchase infrastructure to
provision a game online. Game companies should be looking at
ISPs, ASPs, and carriers that implement solutions, to enable them
to put their games on a network. They would then receive a
monthly bill for the processor power, bandwidth, services, etc. that
they consume.
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"Middleware is playing an increasingly important role in the game
developer world."
- Chris Melissinos, Chief Gaming Officer, Sun Microsystems
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As opposed to buying in-house infrastructure, which is a
depreciating asset requiring massive up-front cost, the utility model
reduces the expense of in-house infrastructure. You put your game
on a network that is designed to deliver massively-multiplayer,
highly-scalable game environments, and take away the pain of
having to maintain a hardware and software environment.
The response from game companies has been overwhelming. We
believe that this is how game companies will deliver their products
in the future. As Sun CEO Scott McNealy used to say: "Nobody
builds a power plant in their house to run their hair dryer. You just
plug it into the wall." Don't build your own infrastructure, simply
drop your game onto the network.
Sean Kendall, who teaches at Full Sail, and had defined some
problems in using Java software for game development, now says
that Java 2 Platform, Standard Edition 1.4.x has resolved all of the
issues. He said that you can develop a multiplayer, network game
almost entirely using Java technology now because of the new
APIs. Performance is no longer an issue. Any comments on this?
The Game Technologies Group at Sun has been working hard
to assure that we're providing the APIs that a game developer
needs to offer a high-performance game experience to their
consumers. So, with the release of the Java bindings for Open GL,
the Java bindings for Open AL, and a wholly-created API by Sun
called JInput, we provide the core foundation for high-performance,
cross-platform games. Developers can get C++
equivalent performance, and take advantage of all the
programming features that the Java language provides, such as
garbage collection and the avoidance of memory leaks that you get
with C++.
A Game Box from Sun?
Why doesn't Sun have a game box/platform -- something like
Xbox and PlayStation, only better?
Sun does not compete with its partners. Microsoft manufactures
the X-Box platform, but also engages in tremendous game
development in-house. If you're a game developer writing for X-
Box, you're also competing with Microsoft. We are not a content
company, we are a technology company. We believe that the
games industry is important to the progression of consumer device
technologies and the network services that a consumer will come
to demand of a service provider.
The games industry and the games market are vital to the growth of
that, because that is where consumers are spending their dollars, by
adopting technologies in game-related devices and engaging in
game-related activities. We want to be the enabler of those
technical platforms. When it comes to building a Java technology
box, we don't need to because Java technology already runs on
dozens of consumer devices, with many more to come! Why run
on one box when we can run on all of them?
The Java Game Profile
Tell us about the history and significance of the Java Game
Profile?
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"Game companies should no longer have to purchase infrastructure
to provision a game online."
- Chris Melissinos, Chief Gaming Officer, Sun Microsystems
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In December of 2000, representatives from fourteen video game
companies attended a summit in Santa Clara to discuss what was
needed to turn the Java platform into a suitable platform for game
development. We sat in a room for two days, 14 hours a day,
turning the Java platform inside and out, and came up with a
laundry list of what needed to be done. From that initial meeting
came the specification for the Java Game Profile. We wanted to
build a stack of APIs that would allow game developers to focus
specifically and exclusively on those APIs.
Within six months of that initial meeting, we introduced the APIs
into the Java Community Process (JCP), the largest
submission in the history of the JCP. However, due to the size of
the JCP, and the speed with which anything built by committee
moves, we decided to release the core APIs to the open source
community. The community has embraced these APIs, and is
moving fast to develop the technology. We did not abandon the
spirit of the Java Specification Request (JSR-134), we just shifted
it from the JCP into the open source community.
Cell Phone Games and Java 2 Platform, Micro Edition (J2ME)
What should developers know about cell phone games in Java 2
Platform, Micro Edition (J2ME)?
J2ME and the MIDP 2.0 (Mobile Information Device Profile)
specification on cell phones is a tremendous platform for building
video games. Java technology is the standard for mobile games in
the games industry. The issue now is: How do we continue to
make better, more compelling games? MIDP 2.0 goes a long way
to address the concerns of game developers. By using Java
technology on multiple devices, we can more effectively tie into
the Java technology on the back-end that the Game Technologies
Group is developing.
Playing on Multiple Channels
What should developers understand about the challenges of
getting their games on multiple channels?
It's not about getting your game on all of these devices,
it's about getting your game content on all of these devices,
two very different approaches. The first approach is: I will take this
game, and I will try to shoehorn it into a cell phone. Well, a cell
phone was never meant to run a full-fledged PC game. So, what
about my PC game is appropriate to put on a cell phone? If I'm
doing a driving simulator, there's no need to include the entire
driving simulator on the phone, but the auto tuning and parts-
trading component may fit quite nicely on the phone and I can
carry a little bit of the game with me. I don't need a big-screen TV
and a high-end audio system to do these activities. Learning to
repurpose content to appropriately fit devices is the biggest hurdle
that game developers face today.
Games Using Java Technology
Can you refer us to some online games that use Java software in
interesting ways?
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"Learning to repurpose content to appropriately fit devices is the
biggest hurdle that game developers face today."
- Chris Melissinos, Chief Gaming Officer, Sun Microsystems
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Java technology exists in many more games than people realize.
The Law and Order series of games by Legacy Interactive, for
instance, are entirely built using Java technology and Java 3D.
Games such as Chrome, that recently came out of Techland in
Poland and published by Atari, use Java technology as the
scripting language for their first-person multiplayer shooting game.
It's getting rave reviews. Also, the Puzzle Pirates multiplayer on-
line game, running on J2SE, just won the Technical Excellence and
Audience Choice awards at the Game Developers Conference in
San Jose, California.
Anyone building games for mobile phones can not ignore the over
250 million Java technology enabled devices in consumers' hands.
Games like Splinter Cell: Pandora Tomorrow, XIII, Prince of
Persia, Tony Hawk's Pro Skater, and hundreds of other
titles on mobile phones are being enjoyed by consumers thanks to
the ubiquity of Java technology on mobile phones, and the creative
developers who make the games.
See Also
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