Gilrad said:
...Relative to the size of the project, of course.
Is it the sort of thing that, if efficiency is not an issue on a small program (like with say, Gjiten, the jap-english dictionary app I use), somebody could jump in and port it over in a weekend? Or does it take more extensive knowledge of the program, or ARM architecture, or both?
There might be gotchas along the way, but if it's C/C++ code running on Linux in the first place,
I can't say there'd be too many problems with doing that. You've just got to pay attention to things
like endianness, etc.
QUOTE
What about, in a bit more of an out-there possibility, an indie gaming company wants to port something to Pandora... Would it be considered somewhat cost-effective, even if it meant only an extra 1000 copies sold?
This is a bit steeper play depending on the circumstances they're in.
If they've coded for cross-platform (i.e. MacOS/PS3/Linux) then it's only a matter of a recompile and a rework for an OpenGL ES 2.0 rendering backend plus making sure that you have your sound and input layers properly supported under SDL/OpenAL at that point. The re-work may be a small amount of work (you used programmable shaders...) or a bit of work (Fixed functionality rendering...). All in all, it's probably not an unrealistic thing to see them at least considering a Pandora version if they've got a Linux one in hand or in the works.
If they've coded for Windows and only Windows, there's a bunch of different factors that may make it a pet-project prospect only for an indie studio. If they don't use OpenGL at all, they'll have to re-work the
rendering backend to use OpenGL ES 2.0 at the minimum. If they used DirectInput/DirectSound, they'll have to re-work things to use SDL. If they used DirectPlay, they will have to rip that out and use RakNet
or Grapple- or roll their own if they don't like either of those. If the codebase is relatively clean and they didn't get lazy and rely on VC++ letting you do all kinds of atrocious coding practices (VC++ will let you
do nasty things like modify a constant string's allocation with only a warning- the result of this sort of stunt in Linux/MacOS/etc. will be a core dump because you're altering a segment that doesn't belong to you
(Constants are supposed to be that, duh...)), then the work is something on the order of 2-6 man months to get the codebase over. IF it's clean. If it's not...heh...it'll be at least another 4-6 man months on top
of the time that it'd normally take as you end up chasing your tail on all sorts of goofy crap that VC++ just "worked" with- but was the source of all kinds of transients.
If you're facing that, a paltry 1k unit deal isn't going to cut it unless you're doing it as a pet project. You need at least 5k units to make it worth your trouble.