Featured games (81)
games approved by the League of Dukes
Games in Showcase (497)
Games in Android Showcase (114)
games submitted by our members
Games in WIP (563)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
   Home   Help   Search   Login   Register   
  Show Posts
Pages: [1] 2
1  Discussions / General Discussions / Re: Rock Simulator 2014 funded on IndieGoGo on: 2014-07-06 00:13:46
Ehh, honestly, they deserve it.

I'm typically not the kind of person who likes going around telling people what they "deserve," but I totally agree. Obnoxious idiots need to stop supporting obnoxious idiot projects on Kickstarter, Indiegogo, or wherever else. Supporting these "joke" games creates a toxic, anti-user atmosphere of opportunism in gaming culture. I mean, hell, why make a real game when you can just churn "Goat Simulator" for next-to-nothing and make bank on novelty and irony? They squander an opportunity to make something of substance, and at the same time, end up knocking a potentially substantial game out of a coveted slot at the top of the sales charts. Discovery is already enough of a problem on Steam and elsewhere without these empty "humor" games (which aren't even funny) taking up space. I'm all for Steam opening the floodgates eventually, but these sorts of games present the most compelling argument against doing so that I've seen thus far.
2  Discussions / General Discussions / Re: Rock Simulator 2014 funded on IndieGoGo on: 2014-07-04 14:56:17
I agree. Also I know people from other forums who said that they're not happy about indie games coming to consoles because they're poor quality games with small amount of content to offer. While obviously this is a naive viewpoint, these kind of games do make this stereotype stronger. Sad

Yeah. The reason why I think Surgeon Simulator works is because a) it came first; b) it was a funny, on-the-mark reference to the ridiculous numbers of "legit" Simulator games on Steam; c) aside from the Simulator thing, it harkened back to crazy, difficult, old-school surgery simulator PC games like Life & Death; d) the game was a polished product with jokey mechanics, rather than an unpolished product we're meant to believe is part of some purposeful humor.

What I find most obnoxious are the people who buy into it, who just find the joke oh-so-funny, and won't think twice about tossing $10 down a hole for the chance to hear it again, only with ever-crappier delivery. It's part of the impulse purchase culture that Steam has introduced and perpetuated. Don't get me wrong, I think Steam is overwhelmingly a net positive for gaming, but discovery is bad enough on there without the top of the list being populated with endless reams of joke games and early access projects.
3  Discussions / General Discussions / Re: Rock Simulator 2014 funded on IndieGoGo on: 2014-07-04 14:15:24
It was only funny when Surgeon Simulator did it. These pathetic cash-in attempts that came after it are the worst. It's like the video game version of buying fake vomit from a novelty store. The joke is incredibly old at this point, and the developers are ever-more-transparently hoping that they can give players as little as possible and charge a premium for it. They're not deserving of praise just because they happen to be successful. They're polluting the indie marketplace, and they're not even being funny about it anymore.
4  Discussions / General Discussions / Re: Software patents? on: 2014-06-26 12:53:01
The ruling doesn't do much to indicate what constitutes an "abstract," and therefore unpatentable, idea. It merely invalidates the notion that turning this idea into a computer program somehow renders it less abstract. Essentially, if an idea to be carried out by non-computer means isn't patentable, then it shouldn't be patentable if it's carried out by computers, either. An idea doesn't gain special patent legitimacy just because it's been implemented as software.

I think it's quite an important ruling, though. It should make it far more difficult for people to be like "Oh, we dreamed up this special kind of computerized transaction and we're going to force the world to license it from us or face the wrath of our overzealous legal team!" The patent simply won't hold up if it's an "innovation" whose only real novelty is that it's done by a computer. Just to call on a real-world example, it should be interesting to see how this would affect Amazon's patent on "1-Click" purchasing.
5  Discussions / General Discussions / Re: Apple announces new graphics API: Metal on: 2014-06-19 10:55:51
Here's another amusing take on the subject:

(some of the commentary is particularly interesting)
(and note that this is from someone who really knows what they're talking about)

Cas Smiley

What he fails to mention in that article, or the previous article to which he refers in the first graf, is that Metal API is only shipping in the iOS8 SDK. It's only designed for use with the A7 mobile chip. Unless Apple is suddenly going to start powering its laptops and desktops with A7 processors, Metal doesn't really sound like a comprehensive solution to me.

Is Apple hoping to back-burner OpenGL as the API for heavy-duty graphics in iOS? I'm sure that's the case. Developers have long complained that it's an utter pain to work with. What you can see from the Metal API code example is that you're working with objects in Objective-C, not a bunch of C structs masquerading as "objects." I'm sure a lot of this also has to do with Apple's overarching goal to step away from "the baggage of C," as they put it.

But the reality is that powerful, useful, and recently-introduced APIs like SceneKit and SpriteKit already rely on OpenGL to work as of right now. I don't see why OpenGL would have to go anywhere. Metal and OpenGL can coexist. But yeah, for sure, I think Metal is going to be the preferred route for graphics-intensive mobile development in iOS from now on.
6  Discussions / General Discussions / Re: Apple announces new graphics API: Metal on: 2014-06-19 10:09:17
Scanning rather further back in the thread btw will elucidate what the thread was actually all about (go and read the linked article), which is why this whole discussion is taking place:

With Metal, Apple hopes to replace the industry-standard 3D-graphics API (application programming interface), called OpenGL, with its own development API
(emphasis mine)

Cas Smiley

Well, those are the words of a article, not a sourced quote from Apple. To be honest, a lot of the mainstream reporting on WWDC '14 has been riddled with misconceptions. At no point in the presentation did Apple ever say that Metal was meant to replace OpenGL. Nor does that CNET article provide any in-depth analysis to support the statement.
7  Discussions / General Discussions / Re: Apple announces new graphics API: Metal on: 2014-06-19 08:23:03
On swift: I can't say if it's a good idea or not...I don't know enough about it.  I can't say why they even created it in the first place.  It could exists for the exact same reason as why we have Java.  Some Sun employees were bored and they hated C++ and its tooling.  So rather than have them jumping ship, Sun tossed them a bone to chew on and out pops Java.  Swift was created by the LLVM creator.  Maybe he needed a bone.  Whatever the reason, it's about time they tried to killing of "industry standard" Objective-C thank you very much.  Maybe it's an awful idea.  So what?  Like I said: I like it when people try to shake the tree.  Would C++ been an better idea?  Or one of the dynamically typed languages?

I'm in the developer program now, so I've been able to use the Xcode 6 beta and work with Swift. It's pretty excellent thus far, even if the IDE itself, in beta form, is still sort of buggy. Code completion in Playgrounds, for example, is not currently that helpful. But the Swift language itself is a major improvement in many ways over Objective-C. Inferred types are quite nice, and the way the language prefers that you use actual constants as much as possible (and not just for global data, for example) is refreshing. The syntactic sugar with ranges (instead of Objective-C's clunky insistence on having to initialize an NSRange object, and then pass that object to a method as a parameter), and so on, is also great. Oh, and the fact that pointer arithmetic is not going to be a thing anymore, that's great too. String interpolation, and generally getting rid of the whole mutable/immutable class thing is excellent.

Apple's main motive in developing Swift and moving away from Objective-C was, I think, to make Mac development more welcoming for people who are used to working with more modern languages like Python, Ruby, and so on. The language gives you all the OO perks, but also embraces functional programming. Methods can take functions as parameters and return functions as well. Methods are actually denoted with the keyword "func" now.

A lot of people claim it will be easier for programmers to learn, but in a way, I think Objective-C was actually easier, if only because it had far fewer things to learn, like optionals, tuples, generics, and so on. Objective-C is, in many ways, a far more stripped-down language. But it's also clunkier, and its dependence on its C underpinnings leads to inconsistencies that really start to gnaw away at you after a while if you ever end up using both in the same project.
8  Discussions / General Discussions / Re: Apple announces new graphics API: Metal on: 2014-06-19 07:26:26
Not sure how that would go down.

I'd rather have Android on an iPhone than iOS on an Android Phone.

But I'm sure that it would get picked up at least on some basis. Better shot at increasing market share, anyway, than trying to lock the tiny subset of people who'd even use a low-level graphics API to the platform. I mean, seriously. How many small-time developers do you imagine that would apply to? Not many, in my estimation. Any development outfit with people experienced enough to use Metal directly (i.e. not through an engine like Unity) is likely too big to get "locked in" in the first place. They'd have teams working on iOS and Android releases already.
9  Discussions / General Discussions / Re: Apple announces new graphics API: Metal on: 2014-06-19 05:02:22
I'm curious, what would Apple have to do?

Make iOS available for use on third-party devices.
10  Discussions / General Discussions / Re: Apple announces new graphics API: Metal on: 2014-06-19 00:32:33
Any speculation is silly.  Sell more units.  This helps because you have an advantage if you can go low-level on an embedded fixed-hardware device vs. any generic API (regardless of how well written it is).

This. Apple has no reason to get rid of OpenGL. Metal will filter down through third-party engines while SpriteKit and SceneKit, which basically compete with simpler third-party engines (like Cocos2d, Corona, JMonkey, etc) will continue to benefit from OpenGL's continued existence. Large-scale developers creating graphically-intensive games may use Metal directly, but most game developers will use it with Unity, and other popular engines, as the interlocutor. Generally speaking, Apple just wants people to be able to make the best games possible on the devices, because games make a lot of money for Apple. If Apple wanted to gain OS market share, there would be far more effective ways to do it than "locking" people to a low-level graphics API (which most people would never use directly anyway).
11  Discussions / General Discussions / Re: Apple announces new graphics API: Metal on: 2014-06-18 21:45:12
Tifanta, a discussion is supposed to involve listening as well. Otherwise it's called a monologue... Here people are speculating about what Apple's ultimate goal with Metal is, based on what Apple has done before. Most of your questions have already been answered.

I have listened to the speculation, and I've refuted most of it directly, in detail.
12  Discussions / General Discussions / Re: Apple announces new graphics API: Metal on: 2014-06-18 13:18:32
Not sure what you're arguing about here. Why would they even develop Metal then? That's the odd part. It's not making any sense to developers to have all these crazy different ways of doing the same thing... unless they're trying to push people in a particular direction and then deprecate the redundant methods.

They developed Metal because they have a proprietary mobile chip and they want developers to be able to wring the best performance possible out of it. Metal is only part of the iOS 8 SDK. It's an alternative, not a replacement. A lot of people are suggesting that the main audience for it really is middleware/engine developers. The ordinary developer won't use it directly, but will benefit as Metal is built into Unity or whatever else.
13  Discussions / General Discussions / Re: Apple announces new graphics API: Metal on: 2014-06-18 12:42:48
I can't imagine many professionals using those API seriously tbh. If I thought that Metal was vendor-lock in then I really can't imagine the sense in using an entirely OSX-only framework in this manner. Excepting perhaps to adhere to specific OSX-only requirements. The pros will have their own systems. For the rest of us there's Unity. Oh, and libgdx.

Are you talking about SceneKit and SpriteKit? SpriteKit is essentially Cocos2d, except guaranteed not to break when iOS gets an update. Lots of iOS developers use Cocos2d, and SpriteKit is easy to pick up if you're experienced with it. SceneKit is kind of a 3D counterpart to SpriteKit's 2D-centric scope. Both of these are built on OpenGL.

I'm really not understanding how you can even pretend to maintain your point now. Apple wouldn't gain anything by carrying out such a silly action.
14  Discussions / General Discussions / Re: Apple announces new graphics API: Metal on: 2014-06-18 11:44:18
I think that it is well within Apple's powers to retarget SceneKit to another, faster rendering API. Unless they did it wrong. Mind you it's a bit of a pointless API for most developers. I wonder if Apple engineers are getting a bit bored and tinkering for tinkering's sake. Reminds me of Google and Microsoft.

Cas Smiley

I've worked with SpriteKit and the API makes direct use of all the happy little C structs prancing around as glorified "types" in the Core Graphics API. Apple designed these APIs to be accessible to developers, something that will persist through OS updates without breaking. Are you trying to tell me that Apple is going to pull a fast one and make people learn SpriteKit and SceneKit all over again? I can only see this being the case if they're in comic book villain mode. They don't gain anything by ditching OpenGL.
15  Discussions / General Discussions / Re: Apple announces new graphics API: Metal on: 2014-06-18 11:02:06
They can first freeze the API level, providing only bugfixes for a while. Then they can announce to nobody's surprise that the OpenGL framework has been deprecated and all rendering should be done by the new Metal API* Then they can, after a reasonable period, remove the OpenGL driver framework as a standard feature of iOS and OSX, and at least on OSX it'll probably be available as an optional downloadable framework for quite some while, albeit stuck at whatever version they left it at, whilst Metal forges ahead.

So SceneKit, the high-level game development API that Apple only very recently introduced, and which is built on top of OpenGL, is going to be sabotaged almost right out the gate? That makes sense, I guess (if Apple is operating on comic book villain logic and has only chaotic-to-the-point-of-self-destruction evil as its driving motive, that is).
16  Discussions / General Discussions / Re: Apple announces new graphics API: Metal on: 2014-06-18 08:29:45
And if I were Apple I'd be seriously thinking about doing it at some point in the future, because it's a good idea for Apple to do so.

Why? Eliminating OpenGL would break thousands upon thousands of existing apps, essentially throwing away potential revenue.
17  Discussions / General Discussions / Re: Apple announces new graphics API: Metal on: 2014-06-18 06:17:59
The features, screen sizes, and default programs vary from phone to phone. Android has to overcome this, and its market value will explode.

This x1,000. The biggest weakness of Android is that its open nature puts the onus on a bunch of third-parties to decide how they want to implement the platform, and most crucially, how it will be disseminated to end users. If a telecom has created its own customized version of Android, it has to redo those customizations every time the latest Android version drops. They inevitably drag their feet, because hey, they're getting customers' monthly service payments regardless. This is what has always driven me away from Android, both as a user and from a development perspective. It's oddly ironic that being open-source actually ends up restricting the activities of many Android end-users, unless they have certain phones, and certain service plans.

If Google rectified this problem, Android would decimate all. Unfortunately, Android is, in its very DNA, allergic to becoming proprietary in any way. It's one of the big problems, in my view, with the whole "open source at all costs" movement.

With Metal, Apple can decide that they just will stop supporting OpenGL and deprecate it overtime. Microsoft did it with DirectX. Google tried doing it when it split Java with Dalvik. This is normal practice for companies, and it has nothing to do with any sort of fandom. It is literally business as usual for these companies...

Okay, but what you fail to explain is why this is likely to happen. I don't think it's enough to just say "Well, it's an inevitable outcome, just business as usual."
18  Discussions / General Discussions / Re: Apple announces new graphics API: Metal on: 2014-06-18 06:06:21
I stand by my original point:
If any standard is to work it must be open.

A good point, but I don't think the existence of Metal is inconsistent with that view. From what I can tell--and let me know if there's any information out there that proves me wrong--Metal is not designed to be a standard. Apple isn't saying "This is how graphics will be done on all mobile devices from here on out!" It's only for Apple's A7 chip.
19  Discussions / General Discussions / Re: Apple announces new graphics API: Metal on: 2014-06-18 05:04:44
So this is the last reply to this derail.

I used reason to form my arguments. You called me a "hardcore fanboy." And I'm the one who derailed the thread? I believe psychologists call this "projection."
20  Discussions / General Discussions / Re: Apple announces new graphics API: Metal on: 2014-06-18 01:17:42
That's right. Android wasn't an option when I was in South Korea at the time. Wink

Umm, what? How was Android not available? Hell, the iPhone didn't even come out in Korea until like 2009 or something. Are you still using an iPhone 3GS you bought 5 years ago?
21  Discussions / General Discussions / Re: Apple announces new graphics API: Metal on: 2014-06-18 00:49:13
.. by the way . . .this is the part where I tell you I own 2 iPads and 2 iPhones, and use them (well, 1 of each) daily. Smiley

So you're admitting that you've fallen prey to Apple's "If we charge more for it and put it in a pretty shell, uninformed people will assume it must be better" brand ideology? Weren't the other tablet/smartphone options so much better, and far less expensive?
22  Discussions / General Discussions / Re: Apple announces new graphics API: Metal on: 2014-06-18 00:02:49
You are making it increasingly harder with every post to keep me(us?) from just labeling you as a hardcore Apple fanboy. You're almost venomously attacking every little bad thing said about Apple in this thread, and not seeing our point at all. We know what Metal is about right now. We're talking about the future, and basing our information on solid facts and examples of Apple's past practices.

Well, this is a forum for Java programmers. Did you ever imagine that perhaps I'm so fervent in my defense because I know Apple's not likely to receive much of a defense at all around these parts otherwise? Most of my ire stems from the fact that I can't stand CS sectarianism (i.e. attaching massive, world-changing implications to the most mundane of developments in the world or computers or programming) in any of its forms. It's a major pet peeve of mine.

What metal is right now is not the issue. The speculation is what metal will become. You're right, all speculation is not created equal, but speculation based on hard actual facts backed up back Apple's past history is not "Wild speculation from crazy Apple haters".

What's more convincing: speculation based on unrelated things Apple has done in the past (actions which, based on our conversation thus far, you've chosen to interpret in incredibly biased ways, I might add), or speculation based on the reality of the world right now? It's a fact that OSX development is a thing, no? It's a fact that Metal is specifically intended for optimization of Apple's own in-house A7 chip, no? Then what in the world would make anybody think that OpenGL is on its way out? There still has to be a graphical layer for OSX development. If OpenGL hangs around for OSX, it's going to hang around for iOS, because both APIs are very much interwoven, with the only major differences being class names much of the time. Do you really find your analysis more convincing? If so, I think that simply reeks of bias.

Lets face it, Apple is a greedy company who wants to control everything about their platform...

Disagree with the logical connection of the first part, but concur with the latter bit. Yes, Apple wants to control everything about its platform. It always has wanted to do that. But while Apple may be greedy (in the same way that most corporations are greedy), I don't think their greed is what drives them to control the platform. They could release iOS for use on third-party devices if they really wanted to do some damage. I think a lot of the choices they make actually exchange one kind of success (dominate the world! -- which is the Google/Android model, by the way) for another (presenting a consistent, full-package user experience that will hopefully win consumers over organically). Apple, in other words, is playing a long game.

And yet, even as they continue to largely control their ecosystem, they have relented in certain ways. The biggest example was finally ditching the PowerPC platform and moving over to Intel processors several years back. It's interesting how, as a student of history when it comes to Apple, you never saw fit to include that detail in your brilliant calculus.

they have built up their entire product line on the ideology "If we charge more for it and put it in a pretty shell, uninformed people will assume it must be better". While doing this, they have systematically attempted to control their platforms with an iron fist under the guise of "ease of use quality software" when it actually just means more money for them because they own the rights to everything and lock people into using their products.

Again, more easy, predictable bias. Apple has never had the economy of scale benefits that dedicated PC manufacturers enjoy. That's largely why their machines historically have been more expensive. Moreover, no one has ever had to buy an Apple machine or device. You go right ahead assuming that their entire model is to dupe consumers. Then sit there and call me a fanboy, and I'll keep laughing at you. If I'm a fanboy, you're a rabid hater. You've got all of the hallmarks, from interpreting events in the least charitable, most biased fashion possible, to assuming, nonsensically, that a gigantic tech corporation's entire profit model depends entirely on its customers being unable to tell that the computers they sell are objectively worse than those of competitors. You're playing all the typical anti-Apple cards here.
23  Discussions / General Discussions / Re: Apple announces new graphics API: Metal on: 2014-06-17 21:37:06
Anyway... it's all speculation. A thought exercise.

Not all speculation is created equal. Here are a few tidbits that should (but probably won't) cause you to change your tune.

1. OSX (Cocoa) and iOS (Cocoa Touch) development are tightly interwoven, to the point where you can often port entire pieces of program functionality from one to the other just by changing the prefix on an object type.

2. Metal is only for working with the Apple-designed A7 mobile chip.

3. Apple desktops and laptops use standard components like Intel processors and Nvidia/ATI GPUs.

Knowing these three things, do you honestly believe Apple is poised to deprecate OpenGL? Give it a rest, already. They have their own mobile chip. They claim that OpenGL falls short in terms of allowing developers to harness the full power of the chip. They made an API to help unlock that power. This is all that's going on here. It's not some nefarious plot.
24  Discussions / General Discussions / Re: Apple announces new graphics API: Metal on: 2014-06-17 13:22:15
It does well so you think about maybe porting it to Android... and then you decide you can't be bothered because it means rewriting a whole load of code.

Except you were always going to have to rewrite a whole load of code, Metal or not. Also, Swift bridges to Objective-C, so this notion that it represents this clear choke point at which the "old way" gets cut off, is absurd.

...which also conveniently was the only way to draw on the Xbox.

Metal isn't, and won't be, the only way to draw in iOS. It will simply be the preferred way to do low-level graphics on devices with the A7 chip. BTW, most people who develop for iOS never touch OpenGL, and most of them will never touch Metal, either. That's another reason why Metal will not, and cannot really, constitute a choke point for developers. You already have to want to make a graphics-intensive game before using OpenGL or Metal really crosses your mind, and the reality is that most developers aren't making games that require it. Especially not with Apple's SpriteKit and countless third-party engines/APIs on the market.
25  Discussions / General Discussions / Re: Apple announces new graphics API: Metal on: 2014-06-17 11:08:44
Lock-in is subtle; it's just adding friction and inertia to developers...

The problem is that you're not really adequately explaining how this "lock-in" works. I'll say it again: I can readily develop for both iOS and Android on a Mac. Exactly how does this constitute lock-in? Where is the subtlety here? Seems pretty clear to me.
26  Discussions / General Discussions / Re: Apple announces new graphics API: Metal on: 2014-06-17 10:25:07
Well, indeed. Apple are trying to cling on to developers and making it a little more difficult to put code onto competing platforms to stem the tide but ultimately it's going to go the same way the desktop wars went in the early 90s.

Cas Smiley

This is such a laughable argument. How is Apple "locking" anybody to their platform? It seems to me that, on a Mac, you can develop quite readily for both Android and iOS. It's not as though people with Macs are like "Ugh, the only thing I can do is iOS apps, so I guess that's what I'll do." Both options are more than viable on Mac.

I hate that I even have to say this, because I like Java just fine, but it seems to me that what this boils down to is Java adherents and Android fanboys refusing to deal with shortcomings of their platform. Notwithstanding your POV, which flies in the face of pretty much all the available data, odds are that you'll make more money targeting iOS first. Also, you don't have to deal with all the different hardware specifications, and you know that something like 80% of users will have the latest OS fairly shortly after it comes out (whereas Android is fragmented like nobody's business).

Moreover, it's not as though Apple is marching around trying to pressure third-party handset manufacturers to jump on the iOS bandwagon. They're perfectly fine designing their own phones, using their own OS, and not really trying to propagate the platform beyond that. What is it that people find so wrong about this strategy? I could see if Apple was trying to put iOS anywhere and everywhere, because then developers really would have no choice but to develop only on Macs. But that's absolutely not what Apple is, or ever has been, trying to do. They've got their own thing going. It's a fairly successful thing, so far. But it's not impinging on anybody else's things.

I wish people would stop resting on the easy truisms about big, bad, evil Apple, and start taking a long, hard look at the problems with their chosen platform.
27  Discussions / General Discussions / Re: Apple announces new graphics API: Metal on: 2014-06-17 09:09:52
The reason why developers have historically prioritised iOS are: a) it came out first and created the market b) a lot of people made a lot of money at it... in the goldrush years. A goldrush is an appropriate description of the iOS market. and c) iOS is somewhat easier to code for, there being far, far fewer devices to support.

The Android market - just the reasonable phones which use Google Play - now dwarfs the iOS market, and the customers aren't the cheapasses they once were. The little birds tell me that iOS started to fall behind at about iOS 5 and I'm quite prepared to believe their figures. In fact just a few months ago we totally stopped targeting iOS for one of our game ports to concentrate on the Android version because it'll literally make about ten times the money.

Cas Smiley

Okay. If we take what you're saying as a given (even though the available data doesn't support it) why should anybody care about the proprietary nature of iOS? Clearly it's not a platform that anybody's going to want to develop for in a few years time anyway, right?
28  Discussions / General Discussions / Re: Apple announces new graphics API: Metal on: 2014-06-17 03:32:51
While that may be true, it's a very broad statement that probably doesn't tell the whole story.
Android's target demographic is a lot wider than Apple's, so naturally the market is different in general.

But can we really say that app revenue is all that different if we focus on games and top-end phones for example? And do these stats include things like add revenue (still an important source of revenue)? Many Android devices don't even ship with Google Play; is content revenue from those devices counted in these stats?

It's difficult to directly compare Apple with Android when it comes to app revenue, so I have to say that I'm more interested in real life experiences there than general statistics.

Well, the entire point of even bringing up this comparison is to answer the question, why are so many developers prioritizing iOS releases over Android releases? I don't think it can possibly be because these people are "locked in" to Apple's proprietary ecosystem, as others have suggested. Given that most, if not all, of the financial comparisons I've seen between iOS and Android seem to heavily favor iOS as the more profitable platform, I've got to believe that this has something to do with it. Even if, by some strange magic, this differential happened to be untrue or inaccurate, developers at least seem to have the impression that they will make more money on iOS. Why would that be? Is Apple throwing money at the companies who run this analysis?

All I know is that, as long as Android development is possible on Macs (and it, indeed, very much is), Mac-based developers will never have to choose between iOS and Android. The platform problem would only explain why Windows-based developers are, perhaps, locked out of iOS development. It doesn't explain the opposite situation.
29  Discussions / General Discussions / Re: Apple announces new graphics API: Metal on: 2014-06-11 08:44:21
Well, in your circles it may not be the case, but it is very much the general reality. iOS accounts for something like 70% of download revenue. iPhone users download fewer apps, but spend far more on them. Android users expect everything for free or extremely cheap, and they generally get it, to the detriment of developers.
30  Discussions / General Discussions / Re: Apple announces new graphics API: Metal on: 2014-06-11 05:58:08
But sadly dickhead like RS of FSF do.  People buy into their BS which encourages irrational behavior even in adult programmers.

Honestly, I think the Mac/iOS programming community may be the most drama-/ideology-free of the bunch. Ruby programmers, by comparison, are some of the worst. They constantly jaw about what a positive, almost therapeutic, experience it is to use their elegant, magical, spiritual programming language, but really spend most of their time spewing bile about Java. I dig Ruby, but get tired of that whole aspect of the culture really quickly. Cheesy
Pages: [1] 2

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

BurntPizza (16 views)
2014-09-19 03:14:18

Dwinin (34 views)
2014-09-12 09:08:26

Norakomi (61 views)
2014-09-10 13:57:51

TehJavaDev (84 views)
2014-09-10 06:39:09

Tekkerue (42 views)
2014-09-09 02:24:56

mitcheeb (64 views)
2014-09-08 06:06:29

BurntPizza (47 views)
2014-09-07 01:13:42

Longarmx (35 views)
2014-09-07 01:12:14

Longarmx (39 views)
2014-09-07 01:11:22

Longarmx (36 views)
2014-09-07 01:10:19
List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50

List of Learning Resources
by SilverTiger
2014-07-31 16:26:06

List of Learning Resources
by SilverTiger
2014-07-31 11:54:12

HotSpot Options
by dleskov
2014-07-08 01:59:08 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!