Steve wrote:
> 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?

Patience.

Eventually, we've been told there will be a JNI-ish sort of mechanism.
This would allow you, in theory, to keep the same general structure as
you have today, except instead of an Objective-C stub, it would be a
Java stub.

This makes two huge assumptions:

1. That the JNI-ish sort of mechanism does come to fruition

2. That what you're doing in the game uses APIs available to C++ code
and not exclusively to Java code in Android

The answer to #2 probably won't be clear until #1 is achieved.

-- 
Mark Murphy (a Commons Guy)
http://commonsware.com
_The Busy Coder's Guide to Android Development_ Version 1.9 Published!

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