My name is Eric.
I made an account here several months ago but haven't done anything here yet :facepalm:
until today!!
I have great passion in game development, but I have been more of man of words, not man of action :facepalm:
I believe getting involved in an active community could be the starting point.
I'm CS major and have experience in game development using XNA and Android Phone.
Nice to meet you all :haha:
:welcome:
Hello! and welcome to Chaos Project! the only resort in the universe where we will give out golden apples of chaos free of charge!
:welcome:
Quote from: Lustdante on June 03, 2011, 12:44:43 am
I made an account here several months ago but haven't done anything here yet :facepalm:
Are you sure? I delete accounts from time to time that have 0 posts and haven't visited the forum in at least 30 days.
Quote from: Lustdante on June 03, 2011, 12:44:43 am
I'm CS major and have experience in game development using XNA and Android Phone.
Good you're here, I have a question for you right away. xD
How complicated would a port of a C++ game to Android be? My collegue at work has has problems with it for several months now and by his estimation it would take another half a year (optimistically and if another collegue helps him). That seems unrealistic to me. Sure, he has to compile the STL for Android, mess around with compiling exceptions and RTTI and other stuff like creating a main loop in Java, etc., but it still seems unrealistic to me that he needs another YEAR to finish the port. It would literally take less time to write a game from scratch in Java. ._.
Welcome to Chaos Project!
You're just as bad as Aqua. :V
Welcome!
Welcome! Good to see you finally posted. It should be fun to have somebody I actually know on this forum ;)
Definitely post up anything you are working on while in Korea, you should get some good feedback :)
Fresh Meat!
/人◕ ‿‿ ◕人\
Make a contract with me, and become Maguca!
Except I'm more likely just to devour your soul.
Will you offer your soul to me? Others are likely to take it to offer it to me anyway, but I'm giving you the chance to be mine FOREVER of your own will.
Even though I'll just end up taking it anywa- SCREW IT I'M HUNGRY
*munches on yer soul*
Quote from: Billy the Monkey on June 05, 2011, 08:46:47 pm
Fresh Meat!
/人◕ ‿‿ ◕人\
Make a contract with me, and become Maguca!
Except I'm more likely just to devour your soul.
Will you offer your soul to me? Others are likely to take it to offer it to me anyway, but I'm giving you the chance to be mine FOREVER of your own will.
Even though I'll just end up taking it anywa- SCREW IT I'M HUNGRY
*munches on yer soul*
That is Ulta. You are now seeing
herhisitsUlta's insides. Only I can protect you from
herhimitUlta, but I'm not going to. Would you like a sympathy note?
ForeverZer0 - Thank you for welcoming me :D
Falcon Punch - Cool. 'll make sure I get loads of them :p
James McCloud - Oh really. Good grief my account remains.
Porting any kind of software from C++ to Java is always time consuming, and the more complicated the game engine is, the longer it's gonna take. Plus, porting game on portable device like Android requires complete renovation of data management done in C++ because when someone makes a game in C++, it's for Windows and programmers are not limited on use of memory. But when it comes down to any portable device, memory is limited, so if careful attention wasn't paid during initial development, he will find the game running terribly slow on the device and will spend eternity speeding it up.
I really don't know how big the game is. To be honest, when he mentioned another half an year, it sounds rather realistic if that colleague has something else to do other then working on this project in his life. Sorry for late reply and hope this reaches you on time.
WhiteRose - Thank you. I feel more welcomed here then anywhere else :D
Dr. Stewart - The word "finally" is tossed around a lot these days :/
Umm... I never mentioned "Korea" in my introduction, and you are not Winkio either... What are you? :???:
Billy the Monkey - What you just munched was a jar of chocolate chip cookies I put where my soul used to be. I think I traded my soul for that :p
The Niche - Yes please and thank you.
Quote from: Lustdante on June 08, 2011, 11:28:07 pm
Dr. Stewart - The word "finally" is tossed around a lot these days :/
Umm... I never mentioned "Korea" in my introduction, and you are not Winkio either... What are you? :???:
Oh, it's just F-Zero week, so some people changed names/avatars. Yes, I'm still winkio, or Ryan. Sorry about the confusion :facepalm:
Yeah, I am actually Blizzard. ._.
Quote from: Lustdante on June 08, 2011, 11:28:07 pm
Porting any kind of software from C++ to Java is always time consuming, and the more complicated the game engine is, the longer it's gonna take. Plus, porting game on portable device like Android requires complete renovation of data management done in C++ because when someone makes a game in C++, it's for Windows and programmers are not limited on use of memory. But when it comes down to any portable device, memory is limited, so if careful attention wasn't paid during initial development, he will find the game running terribly slow on the device and will spend eternity speeding it up.
I really don't know how big the game is. To be honest, when he mentioned another half an year, it sounds rather realistic if that colleague has something else to do other then working on this project in his life. Sorry for late reply and hope this reaches you on time.
That's true, but our main goal is to do it without porting the game to Java at all. That's why it's so nasty. We want to find a way to compile the game in C++ with Java compatibility code without having to rewrite it in Java.
Yesterday my collegue said that he figured it out and we might have a working game port within a month. I knew it couldn't possibly take half a year. xD The development of the first game we're planning to port took only 2 months (I personally programmed the whole game, except for our base engine), 6 months really seemed too unrealistic to find a workaround.
We have designed all our games for eventual ports onto iOS devices so we were already aware of the memory limitations to begin with. Luckily the memory management isn't an issue for us. :)