Is javax.swing good enough for pro quality RTS?

Hi
Many of you know I am working on an RTS

All current RTS games are in 3D.

In my senior year, I made a 2D RTS, which was no problem in java.awt. But, I didn't have units on top of scenery graphics, just on a white Frame, as it was a networking exercise, really.

Even tho I am on the indy RTS trajectory, is javax.swing powerful enough to handle full screen 3D animated game graphics? I'm sure I don't even anticipate how amazingly complicated it is, but is it doable? for all platforms the same quality, Windows, Mac?
Thanks
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beavoidAsked:
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dpearsonCommented:
The simple answer is "no".

The only professional grade game I know of that uses a Java front end client is Runescape (http://www.runescape.com/).
They initially did it as a Java applet - not sure what tech the front end is today.  But it's definitely the exception, not the rule and it's an RPG not an RTS (so much lower processing requirements).

Doug
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beavoidAuthor Commented:
Really.
Thanks
What would your instinct say?
RTS unit mpeg and jpeg tile handling scenery is doable in a JFrame?
Maybe if I personally flip through the animation frames in code?
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dpearsonCommented:
You can certainly build it and make it run using Swing.  But will it be high quality?  I would think not - at least you'll need to work very very hard to make the frame rates reasonable.

Doug
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beavoidAuthor Commented:
Hi Doug. Thanks for the sobering truth!

Also, :) read this..
I have been reexamining this cunning plan to do state on the server (safe server). I have all the build-up pre-game parts working.

Does a safe server need to run on its own machine? My safe servers always explode if I mix server and client on one machine. Will I have enough machines to run servers on for all my players globally?
Let's say, unlikely, but even so, if I got 1,000 simultaneous games in play. I'd need 1,000 server machines? That sucks, what about millions of games? I guess that's why Blizzard and Microsoft do server on one of the client machines, for a packet distributing server gameplay - which is how my first RTS worked, btw, and it was relatively uncomplicated. What if my game created, in web-start, from my own code in a certain server.class file on my web-server-directory , the client's play-window? - So that that player had to play from my code?

Is there any way to stifle hackable play? without needing thousands of server machines!
If I create my SAFE server on a client machine, it explodes with so much networking. So, that's no good.
This is hopeless.
:)
Thanks
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