Hi there,

I'm part of a team of developers that have recently released an iPhone/
iPodTouch game via Apple's AppStore (reasonably known as in > 500,000
downloads in < month, ~50,000 downloads on Christmas day alone, spent
most of Christmas in Apple's top 5). The game is written in c++ and is
cross platform for iPhone/iPod and Windows PC (there is a small
objective-c stub on the iPhone side, but it does little more than call
into our mainly generic c++ engine). Our engine has an OpenGL:ES
compatible renderer, and OpenAL compatible audio engine, so I hoped it
might be relatively straight forward to port this over to Android and
get the game running on there. Obviously I've since read through the
documentation and newsgroups and there seems to be a lot of people
saying they want c++ and various discussions here about hacking
support in, or just using Java and forgetting c++ and so on. There
seems to be a few directions on can attempt to go in, but essentially
I'm looking for advice as to what the best/recommend route would be
for me?

If my only option is to write the entire game again in Java then it's
looking unlikely from our point of view that we'll be able to port to
Android - it would just be bonkers for us to have go to through our
reasonable sized code base and just convert each function to Java. Is
there any form of half-way-house that would let us keep all our 100%
generic game code in c++ and just write the code that does the API
calls in Java? Currently our code base is split up very much in to a
'game' section and an 'engine' section. The game is 100% generic c++
code that just calls functions from a generic API interface (which is
then implemented as needed on various API's/platforms and so on). The
game code doesn't call any functions from any of the std/libc
libraries, it just makes calls to our engine.

I can sense the answer is simply going to be 'No! If you want to write
a game for Android then go do it in Java' but as mentioned this really
doesn't make any sense from our point of view, as it'd mean ending up
having to write the same game twice, just in different languages...

Steve


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