Is javax.swing good enough for pro quality RTS?

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?
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dpearsonConnect With a Mentor Commented:
The simple answer is "no".

The only professional grade game I know of that uses a Java front end client is Runescape (
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).

beavoidAuthor Commented:
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?
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.

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.
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