Android


edit: This is in reply to "why all high-end games use C++ instead of Java"

I think it's because C++ uses C libraries, whereas Java needs binding classes to access them.
I'd use Java or Scala for more stuff if only I took the time to figure out how to use Qt and OpenGL from it.

Either way, most of the processing [lighting, transformation] ends up on the GPU or in an external C library.
But I've already forgotten why we're arguing about languages, so, good day.
 
@dflem:

If nothing else, you've helped me to feel a little more optimistic that Pandora will look and feel nice out of the box... and maybe my obsession with Android for the sake of streamlining UI would really be solving a problem that won't exist. I'm sure that I'll be running Android just for fun at times, though :)

Quite probably, it sounds like things will operate nicely out of the box with Angstrom. And I'm starting to feel a little more excited about the idea of having something resembling a standard linux desktop in the palm of my hand :) Kind of a change of tune for me, but the more I think about this, the more I'm excited to be using what craigx and gang have come up with!
 
You know, as I read these posts about porting an entire distro to work on Pandora, I started thinking... Ok, the reason people want it, is because of how the UI looks and acts, mostly, aside from gaining usage of the whole library of apps already made for that distro (which might not even work anyway)...

WHAT IF: You just take angstrom's UI and just redesign it to -look- like Maemo, Moblin, Hildon, Ubuntu MID, Android, etc... Isn't that more easily accomplished than swapping the whole OS?

I mean, I'm no where near an expert on this stuff, But I am a graphic artist devoted to game dev (which includes UI, 3d models, textures, etc) and I mean, why not just take the part of Angstrom that controls where the menus are, where the icons are, how big they are, what skin images they use, alpha transparency, etc etc....

You know, instead of thinking of dumping Angstrom completely for an entire OS and lose all the work already put into it, just modify/improve the UI of it, then work on adding new libraries to it for more functionality (say to get Android stuff working on it, or Maemo stuff, or any other stuff)... Plus then you'd be helping the very devs who made the Pandora and the OS for it. Essentially, instead of pushing a new rock to roll, start helping push a rock that's already rolling, if you know what I mean.

In fact, it would probably take less time and effort to just redesign the UI on the already-proven-working on pandora OS, Angstrom. Sounds like a good idea to me :ph34r:
 
Re: Java on the Pandora

There is one great message from this thread for me... its possible to port a Java VM to the Pandora and there ambitious people which want to do it! I am developing Java for about five years and the last I was active in game development forums. You can see two of my Java games on http://tobsefritz.de or http://XSwing.net. I would also get used to work more in C++, but write my games for the p&|a straight in Java would be fantastic.
edit: This is in reply to "why all high-end games use C++ instead of Java"
With this replay I can't agree. There so many active Java game developer. An evidence are hundreds of Java games on: http://www.javagametome.com. There are big and friendly developer community eg. on javagaming.org or slick.javaunlimited.net. And there are also well and complete OpenGL bindings for Java too. The best is the Lightweight Java Game Library (LWJGL) and all which are based on it like the JMonkey Engine or Slick. There is also a thread which shows a Java game based on LWJGL and Slick which runs direct under android
http://slick.javaunlimited.net/viewtopic.php?t=703&highlight=android.

I am very excitedly how it will go an with Java on the Pandora,
Best wishes,
Tobse
 
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