Steamをインストール
ログイン
|
言語
简体中文(簡体字中国語)
繁體中文(繁体字中国語)
한국어 (韓国語)
ไทย (タイ語)
български (ブルガリア語)
Čeština(チェコ語)
Dansk (デンマーク語)
Deutsch (ドイツ語)
English (英語)
Español - España (スペイン語 - スペイン)
Español - Latinoamérica (スペイン語 - ラテンアメリカ)
Ελληνικά (ギリシャ語)
Français (フランス語)
Italiano (イタリア語)
Bahasa Indonesia(インドネシア語)
Magyar(ハンガリー語)
Nederlands (オランダ語)
Norsk (ノルウェー語)
Polski (ポーランド語)
Português(ポルトガル語-ポルトガル)
Português - Brasil (ポルトガル語 - ブラジル)
Română(ルーマニア語)
Русский (ロシア語)
Suomi (フィンランド語)
Svenska (スウェーデン語)
Türkçe (トルコ語)
Tiếng Việt (ベトナム語)
Українська (ウクライナ語)
翻訳の問題を報告
Yes.
http://www.lwjgl.org/wiki/index.php?title=Projects_Using_LWJGL
Some time ago I wrote email to Valve:
From the other hand, Mozilla guys created amazing Emscripten tool (C/C++ to JavaScript) and today JavaScript engines are pretty fast.
If you set out from the beginning planning a cross platform game it's much easier than porting later even if it does take a little more work, you can add new graphics API backends and just recompile to use them, etc, etc...
And you don't have to worry about the user having exactly the right JVM as well as the other dependencies.
That begs the question: Where does "big-sized" start? Spiral Knights' steamapp folder hovers around 700 MB. Awesomenauts is around there, if I recall correctly. Further, Terraria comes in under 50 MB (~30 size or ~35 Size on Disk...16MB according to Steam).
I think a lot of it has to do with the points FPO has made.
So >1GB. It still doesn't justify why so many games aren't made with Java.
For the record, I'm assuming you mean current Need for Speed and not the pre 2000 ones.