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Reply to topic GDR Forum Index -> Game Developer's Refuge -> Development Log - Smiles - For everything else... Page Previous  1, 2, 3 ... 9, 10, 11, 12  Next
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PoV
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PostPosted: Mon Dec 06, 2010 5:18 pm    Post subject: Reply with quote

I think there are still a few things tied to Java, but the average game developer will not ever have to worry about them.

I know at GDC earlier this year, we (game developers in general) gave Google heat for the hacky-ass Java+Native hybrid (I posed a subtle question during one of the talks). They gave us all free phones, and we said "okay, now this part sucks". It's good to see they listened.


I'm ready to write off a lot of minor platforms now as "failures waiting to happen". The changes over the past few months are incredible. Gone are the days of my "No Canada Selling" problem, and soon will be my "Aww! I have to use Java" problem. Combine that with the fact that the OS is free for all licensors to use, the various companies building devices just have to get the hardware right -- Just like how the PC became the dominant computer platform with DOS and Windows back in the day.
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PoV
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PostPosted: Wed Dec 08, 2010 11:10 pm    Post subject: Reply with quote

New toy!

A seemingly ordinary Netbook.



Transforms in to a thick tablet!



Oh, and it plays Smiles. :)
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Mike Kasprzak
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xearthianx
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PostPosted: Fri Dec 10, 2010 9:30 pm    Post subject: Reply with quote

Also to consider: the NativeActivity stuff is only in SDK level 9 or greater. Won't run on anything in the wild today.
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PoV
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PostPosted: Sat Dec 11, 2010 1:24 am    Post subject: Reply with quote

Right. I'm using Proton for Smiles' Android port still (the dang Barnes & Noble device requires 2.1), but post Smiles I'll likely use 2.3+ only.
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Mike Kasprzak
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PoV
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PostPosted: Wed Jan 05, 2011 12:33 am    Post subject: Reply with quote

Here's what Android progress looks like.


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Mike Kasprzak
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PoV
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PostPosted: Wed Jan 05, 2011 12:46 am    Post subject: Reply with quote

On Phones.



Sleep earned.
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Mike Kasprzak
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PoV
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PostPosted: Sat Jan 29, 2011 5:15 am    Post subject: Reply with quote

Did you have any doubts?



Built on-device. Yeah, and an ARM clocked at 500 MHz is a little slower than a Netbook clocked at 1.5 GHz. I guess I could have overclocked it (that's a standard feature, with a battery-life cost... but life is already 10 hours+, so meh).
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sonrisu
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PostPosted: Sat Jan 29, 2011 8:06 am    Post subject: Reply with quote

That's pretty sweet. I forget, does the screen have touch?
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PoV
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PostPosted: Sat Jan 29, 2011 8:29 am    Post subject: Reply with quote

Yes. Squishy touch, so finger or stylus. Required touches are very light.
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Mike Kasprzak
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PoV
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PostPosted: Thu Feb 03, 2011 12:47 pm    Post subject: Reply with quote

Whoa WEIRD!

I'm in the latest (Feb 2011) issue of Develop magazine... and didn't even know it!

http://www.develop-online.net/digital-edition

It's an article from Intel about porting to netbooks.
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Mike Kasprzak
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sonrisu
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PostPosted: Thu Feb 03, 2011 1:11 pm    Post subject: Reply with quote

Haha awesome. Nice quote. Where did they swipe it from?
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PoV
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PostPosted: Thu Feb 03, 2011 1:36 pm    Post subject: Reply with quote

I think that was me on their forum. :)

Either that, or one of the interviews.


I didn't realize I had such a meaty quote, and it sounds exactly like something I would say. ;)
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Sirocco
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PostPosted: Thu Feb 03, 2011 3:13 pm    Post subject: Reply with quote

XD

Publicity: We havs it.
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n29
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PostPosted: Thu Feb 03, 2011 5:13 pm    Post subject: Reply with quote

That's a hell of a flash document reader on that site, very nice implementation. Oh, nice quote too.
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PoV
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PostPosted: Sat Feb 05, 2011 3:13 pm    Post subject: Reply with quote

Not actually ports, but I decided to do a bit of research RE Web GameDev, and use a Smiles asset. The first is scaling a texture with an HTML5 canvas, and the 2nd is a similar experiment using textured triangle rendering in Flash 10.



Consensus: OMFG HTML5 is easy!!

All the numbers I'm reading say Flash performs an order of magnitude faster, but it was such a pain in the ass to get working right (by comparison). Now mind you, Flash gives me the freedom to render texture triangles (UV's and all), and HTML5 only lets you 2D crop, but still.

When the only tool you need is the web browser you already have installed, and a text editor... wow I say. That's almost like C64 era goodness again, where you can make something cool out-of-the-box.
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0xDB
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PostPosted: Sun Feb 06, 2011 3:20 am    Post subject: Reply with quote

PoV wrote:
That's almost like C64 era goodness again, where you can make something cool out-of-the-box.

Yeah, it should be mandatory for computer/OS vendors these days to ship with a <insert language of choice> compiler/interpreter pre-installed and the first screen the users should see when switching it on would have to be a selection screen which displays the entry point to a two part manual consisting of the sections "How do I use this machine?" and "How do I program this machine?".
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PoV
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PostPosted: Sun Feb 06, 2011 6:35 am    Post subject: Reply with quote

You'd get my vote! :D
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Mike Kasprzak
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sonrisu
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PostPosted: Sun Feb 06, 2011 8:39 am    Post subject: Reply with quote

Actually runs on the iPhone. Slow, but it runs. Fancy.
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PoV
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PostPosted: Sun Feb 06, 2011 9:19 am    Post subject: Reply with quote

Yeah, I've given it a run on my iPod and iPad, and notice I get different performance depending on the size of things -- bigger faster, oddly enough. A performance article I stumbled upon suggested that the biggest killer of HTML5 canvas performance is subpixel accuracy, since I guess the standard Javascript Number type is a double.

I also suspect the Safari family just hasn't received the full hardware acceleration bump that the latest browsers are bragging about:

http://www.facebook.com/photo.php?pid=6018355&id=9445547199

Surely that'll be one of the big new selling features of iOS 5 (for iOS devices ONLY with PowerVR SGX shader capable graphics). ;)

I'm still running all unaccelerated browsers myself (FF 3.6, Chrome 9, IE 8).
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Mike Kasprzak
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n29
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PostPosted: Sun Feb 06, 2011 9:29 am    Post subject: Reply with quote

PoV wrote:

When the only tool you need is the web browser you already have installed, and a text editor... wow I say. That's almost like C64 era goodness again, where you can make something cool out-of-the-box.


Indeed, better I'd say. No MS-Basic peek/poke nightmares. I'm getting a javascript/canvas game itch.... and it's gone.
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PoV
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PostPosted: Sun Feb 06, 2011 9:49 am    Post subject: Reply with quote

n29 wrote:
and it's gone.

Hehe, oh for sure. And I would never give up my OpenGL's and whatnot. But when all you need for a game that syncs to 30fps and draws/loads crap is a page of code, not to mention is even portable as-is to wild devices like iPhones, even I'm required to be impressed.

Code:
<html>
<head>
    <title>Test App</title>
    <script type="text/javascript">
        var Canvas, ctx;
        
        var idx = 0;        
        var Shroom = new Image;
    
        function Init() {
            Canvas = document.getElementById("cv");
            ctx = Canvas.getContext("2d");
                                
            idx = 0;
            Shroom.src = 'Shroom.png';

            // Lock to 30fps //
            setInterval( GameLoop, 1000/30 );
        }
    
        function GameLoop() {
            Step();
            Draw();
        }
    
        function Step() {
            idx++;
            idx &= 511;
        }
                
        function Draw() {
            ctx.clearRect(0, 0, Canvas.width, Canvas.height);
                        
            ctx.fillStyle = "rgb(255,0,0)";
            ctx.fillRect(idx+0, 200, 20, 20);

            // Once image has finished loading //
            if ( Shroom.complete ) {            
                var Stepper = (idx & 63) / 128.0;
                
                gelCenterImage( Shroom, Canvas.width / 2, Canvas.height / 2, 0.5 + Stepper, 0.5 + Stepper );
            }        
        }

        // Normal Draw //
        function gelCenterImage( img, x, y ) {
            ctx.drawImage( img, x-(img.width >> 1), y-(img.height >> 1) );
        }

        // Scaled Draw //
        function gelCenterImage( img, x, y, scale_x, scale_y ) {
            ctx.drawImage( img, x-((img.width * scale_x) >> 1), y-((img.height * scale_y) >> 1), img.width * scale_x, img.height * scale_y );
        }
    </script>
    <style>
        body {
            background-color:white;
            margin:50px;
            text-align:center;
        }

        canvas {
            border:1px solid #444;
        }
    </style>
</head>
<body onload="Init();">
    <canvas id="cv" width="740" height="480"></canvas>
</body>
</html>

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Mike Kasprzak
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PoV
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PostPosted: Wed Feb 09, 2011 7:19 pm    Post subject: Reply with quote

No, this isn't real, but wouldn't it be funny? ;)


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sonrisu
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PostPosted: Thu Feb 10, 2011 6:35 am    Post subject: Reply with quote

It actually looks pretty good. Gives me some ideas for a future challenge, too. :]
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PoV
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PostPosted: Sun Feb 13, 2011 7:09 pm    Post subject: Reply with quote

PoV wrote:
No, this isn't real, but wouldn't it be funny? ;)

Oh ho ho, it was a lie!





Java. :(
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BadMrBox
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PostPosted: Mon Feb 14, 2011 5:57 am    Post subject: Reply with quote

Heh, you will not be satisfied until the game is on every system ever created will you?
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