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Is it because of performance? I can't find them, at least. I've been thinking about one of those 12' laptops from Apple, but no one seems to have any real reviews of them. If so, wouldn't most of the heavy lifting be done by the GPU anyway? The game development world is a funny one: On one hand, they're often quick to accept new ideas, on the other hand, they're still in the stone age. The truth is, there's rarely that much incentive in switching to.NET/Java/anything other than C/C++. Most game companies license parts of the game engine from other companies. These parts are written in C++, and although you might have access to the source so you could port it, that takes a lot of effort (and of course, the license needs to allow it). Also, a lot of legacy code already exists in C++. If code from previous projects can be reused (say, if you're writing a sequel), that counts even more in favor of sticking with the same language, instead of rewriting it in a new language (more so since you'll likely reintroduce a ton of bugs which you'll need to spend time ironing out. Finally, it's rare for games to be written in 100% C++ anyway - a lot is done using scripting languages, whether they're custom or just integrating an existing languages (Lua being one of the more popular ones these days). As far as garbage collection is concerned, that can be a bit of a problem. The problem is not so much that it exists, it's more how it works - the garbage collector MUST be non-blocking (or at least be guaranteed to only block very briefly), since it's simply unacceptable to have the game freeze for 10 seconds while it scans all the allocated memory to see what can be freed. I know Java tends to choke quite a bit in GC'ing when it's close to running out of memory (and for some games out there, it will). You're also a bit more restricted in what you can do: you can't fully exploit the hardware due to the overhead of the runtime. Imagine Crysis being written in Java. Even if that's the only visible difference, it just wouldn't be the same (I'm also pretty sure you'd need a Core i7 to run it.). This doesn't mean these languages don't have their place in game development - and no, I'm not just referring to tool programming. For most games, you don't need that extra bit of performance you get from C++, including 3D games, and if you're writing it all from scratch, it can make perfect sense to use something like XNA - in fact, there's a good chance it will. As far as commercial games are concerned - does count? That may well be the most succesful Java game out there. I think John Carmack said it best with: The biggest problem is that Java is really slow. On a pure cpu / memory / display / communications level, most modern cell phones should be considerably better gaming platforms than a Game Boy Advanced. With Java, on most phones you are left with about the CPU power of an original 4.77 mhz IBM PC, and lousy control over everything. [.snip.] Write-once-run-anywhere. We are only testing on four platforms right now, and not a single pair has the exact same quirks. All the commercial games are tweaked and compiled individually for each (often 100+) platform. Portability is not a justification for the awful performance. () Granted, he was talking about mobile platforms, but I've found similar problems with Java as a whole coming from a C++ background. I miss being able to allocate memory on the Stack/Heap on my own terms. I find this dispute very strange. Java ME is not the same as Java in Android and also not the same as Java on PCs. Java ME usually relied on phone manufacturers to come up with a JVM. Some did good job, some didn't. 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USB 2.0 drives when connected to the RocketU also got a bit of a speed boost, especially when writing files. The 500GB saw its 2GB folder write speeds increase from 30.4MBps to 37.1MBps. The 1TB ( ) saw its write speed jump from 32.0MBps to 41.7MBps. Both drives posted rates over 40MBps in the AJA write tests. How does FireWire 800 compare to USB 3.0? To find out, we tested the RocketU with the, which has both USB 3.0 and FireWire 800 ports. In our 2GB folder write test, the USB 3.0 rate was 84.2MBps, while the FireWire 800 rate was 71.6MBps. Transferring a 2GB file from the d2 Quadra was much faster via USB 3.0, with a rate of 103.5MBps compared to 82.4MBps connected to FireWire 800. The AJA test revealed an increased speed gap between the connections, showing the d2 Quadra could write data at 70.3MBps when using FireWire 800, but could go as high as 109.5MBps via USB 3.0. The RocketU beat LaCie’s in all but one test. 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You need to use the personal access token authentication system since you can't do two factor authentication with a normal git login: • From the VS Online website, click your name in the upper right corner • My Profile • Security • Personal access tokens • Add a new token with the name 'git' • Copy this password temporarily • Connect Sourcetree using your normal visual studio login and the password you just created As stated above, you can get the clone URL from VS Online: • Code • Explorer • Click your repo • Click the clone button the right hand side of the screen • Copy the url to clone. Microsoft designed Visual Studio for Mac OS to help developers to manage their code hosted by any provider, such as Visual Studio Team Services, GitHub etc. Using the Visual Studio for Mac OS developers can build native mobile applications for IOS, Mac OS and also for Android. 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