> Which games are you shipping in Java that depend on Security Manager's existence?
None, because it didn't pan out like I described above. No sense continuing developing something using a technology that is due to be removed. The project was abandoned.
This was for a third-party Old School RuneScape client which supports client side Java plugins. The current approach is to manually vet each plugin and its update before it is made available for users to install.
> Most games are deployed as services nowadays, they have a full network between their rendering and game logic.
Networked games do not communicate at 60~120fps. That's just not how it works, writing efficient netcode with client-side prediction is important for a reason.
> Yes, that is what Cloud Services do all the time across the globe in Kubernetes.
Yeah, on the servers they pay several grand a month for. Not on end user craptops which is where games obviously run.
None, because it didn't pan out like I described above. No sense continuing developing something using a technology that is due to be removed. The project was abandoned.
This was for a third-party Old School RuneScape client which supports client side Java plugins. The current approach is to manually vet each plugin and its update before it is made available for users to install.
> Most games are deployed as services nowadays, they have a full network between their rendering and game logic.
Networked games do not communicate at 60~120fps. That's just not how it works, writing efficient netcode with client-side prediction is important for a reason.
> Yes, that is what Cloud Services do all the time across the globe in Kubernetes.
Yeah, on the servers they pay several grand a month for. Not on end user craptops which is where games obviously run.