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  Titan Attacks  (Read 28334 times)
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Offline princec

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« Reply #60 - Posted 2014-05-13 20:20:15 »

The main point of Curve is dealing with Sony, who despite all the hot air blowing on the internet, are still arses to work with and have many complicated and fiddly processes and so on.
The port itself cost, erm, maybe 2x as much as originally developing the game cost. That's contractors for you Smiley

Cas Smiley

Offline Cero
« Reply #61 - Posted 2014-05-14 00:13:28 »

I though at least the Vita was "self publishing" :/

So no route to PS4 without porting... I might as well switch to C++ and UDK for good  Emo

Offline princec

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« Reply #62 - Posted 2014-05-14 08:30:19 »

Unity is where it's at. We've got a Unity game in development. It makes working with Java like being in the stone age  Emo

Cas Smiley

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Offline Cero
« Reply #63 - Posted 2014-05-14 10:34:03 »

What do you use as IDE ?  The thing that comes with it is so horrible D:

Offline BurntPizza

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« Reply #64 - Posted 2014-05-14 11:17:59 »

What do you guys think of UE4 vs Untity?
Offline princec

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« Reply #65 - Posted 2014-05-14 12:01:36 »

I'm not using it... Chaz and Alli are. They both love it.

Cas Smiley

Offline StumpyStrust
« Reply #66 - Posted 2014-05-14 16:38:11 »

Haven't been here in a while due to school and playing with Unity.

Unity is much friendlier to newbs as far ass GUI and code integration goes.

However, Unreal is MUCH faster and looks better.

The big thing Unity has is the visual editor. If libgdx had even a rudimentary editor, I would be all over it.

Offline princec

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« Reply #67 - Posted 2014-05-15 08:34:31 »

I have been thinking about this a lot over the last couple of years. If libgdx was built-in to an Eclipse-based development environment with a whole load of pretty GUIs for dealing with it... it'd probably be nearly as awesome as Unity.

Cas Smiley

Offline Cero
« Reply #68 - Posted 2014-05-15 10:48:05 »

But there is no road from libgdx to C# / the consoles. There are no backends for that :/

Offline Roquen
« Reply #69 - Posted 2014-05-15 11:18:05 »

Seems like that should be a (mostly) straight forward thing to do: Convert (JDK7) bytecodes to .NET bytecodes. (Maybe I'm forgetting something).
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Offline Cero
« Reply #70 - Posted 2014-05-15 12:48:50 »

I would totally pay for that

Offline ra4king

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« Reply #71 - Posted 2014-05-15 13:11:46 »

That'd mean someone well versed in the JVM bytecode and the CLR bytecode... sounds like A LOT of work Smiley

Offline Roquen
« Reply #72 - Posted 2014-05-15 13:28:39 »

My CLR knowledge is really rusty.  Forget about "general application" conversion and think some ad-hoc tool for stuff one expects to see a in game runtime.  The gotcha seem to be:

1) JNI librarys.  Some manual "impendence matching" work there.
2) Use of unsafe.  Don't know about about CLR's equivalence.
3) Use of copyrighted (without rights to) libraries in Java (notably Oracles stuff).  It's all well and good to convert java bytecode to CLR's but you gotta "do the right thing" here.  I don't use much of classpath stuff so I'll tend to under think how big an issue this could be.  Gotta write or get equivalent versions of whatever you use.  And if you're paranoid change names just in case the next court ruling decides public APIs are copyrightable. Wink

From what I remember CLR bytecodes are basically just a superset and I don't recall any effective differences where they're the same.  What am I forgetting?

Quote
.. sounds like A LOT of work
Yea it 'tis.  Isn't here any project that does the basics of this is a somewhat reasonable manner?
Online kappa
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« Reply #73 - Posted 2014-05-15 13:30:39 »

isn't this what IKVM does?
Offline princec

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« Reply #74 - Posted 2014-05-15 13:50:59 »

That's the one.

Cas Smiley

Offline gene9

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« Reply #75 - Posted 2014-05-15 16:14:08 »

Unity is where it's at. We've got a Unity game in development. It makes working with Java like being in the stone age  Emo

Cas Smiley

Wow, for the poster child for Java game development, that's quite a damning statement.

What's stopping competition to Unity? Why not build a Unity competitor?
Offline princec

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« Reply #76 - Posted 2014-05-15 16:18:49 »

Unity succeeded because of Mono. Mono runs everywhere - really everywhere. It may not exactly be fast everywhere but it's a step up from Python. Java on the other hand is all super fast and whizzy and clever... and unavailable on any console hardware. At least with RoboVM there's iOS support now.

So they got a head start and built a lot of mindshare over many, many years. It's taken them the best part of a decade to get to the point of almost total domination that they currently exist at.

Anyone care to bother trying to catch them up?

Cas Smiley

Offline gene9

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« Reply #77 - Posted 2014-05-15 20:38:58 »

Unity succeeded because of Mono. Mono runs everywhere - really everywhere. It may not exactly be fast everywhere but it's a step up from Python. Java on the other hand is all super fast and whizzy and clever... and unavailable on any console hardware. At least with RoboVM there's iOS support now.

So they got a head start and built a lot of mindshare over many, many years. It's taken them the best part of a decade to get to the point of almost total domination that they currently exist at.

C/C++, Lua, and Haskell run everywhere too. Sure, JVM does not.

Isn't much of Unity internally done in C/C++?
Offline princec

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« Reply #78 - Posted 2014-05-15 22:03:22 »

C/C++ are basically hard, Lua is a bit pointless, and there are only 3 people in the world who know Haskell.

Internally there may be a fair amount of C++, I don't really know. Probably just bits that Mono couldn't do fast enough.

Cas Smiley

Offline Agro
« Reply #79 - Posted 2014-05-15 23:00:48 »

my brother is on the ghc(glasgow haskell compiler) team and they're pretty awesome people. facebook's got simon peyton jones and another haskell dev hacking on their haskell project.

the current main haskell dev, austin siepp, he works down here in austin, texas and even gets paid by microsoft to work on haskell. so yah, its slowly starting to delve its way into the industry.

Offline ra4king

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« Reply #80 - Posted 2014-05-16 01:40:32 »

Haskell is also highly recommended by almost everybody on ##programming in Freenode, so I'm bombarded daily about it. I'm planning on learning it soon!

Offline Roquen
« Reply #81 - Posted 2014-05-16 05:21:52 »

So what does IKVM not do reasonably?

On Haskell: ML variants are still quite a few steps ahead.  OCAML/F# for instance.
Offline Cero
« Reply #82 - Posted 2014-05-16 08:12:44 »

Writing an editor like Unity would not be a problem, I just made one for my 2D game with tiles, sprites, scripts, parallax and everything - its work but very possible of course

Libgdx -> Mono would be incredible

Offline princec

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« Reply #83 - Posted 2014-05-16 08:29:12 »

Everything's possible, but you also need "time" and "motivation". Nobody seems to have all three of time, motivation and ability (if they did, somebody would be doing it Smiley)

Libgdx' strength is that it uses Java. Why would anyone want a Mono backend when you'd use Unity?

Cas Smiley

Offline Roquen
« Reply #84 - Posted 2014-05-16 08:33:45 »

I'd assume for "write once, run anywhere".  No wait!!  Isn't that Java's catch-phrase!!??  I'm so confused. Wink
Online kappa
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« Reply #85 - Posted 2014-05-16 09:38:59 »

Theoretically, you could write a Java library that maps to the Unity3D C# API. You could then write your game entirely in Java using Java tools. When ready to deploy, convert the java bytecode to a CLR dll using IKVM. Then just use this dll with Unity3D as normal and create an output for one of Unity3D's supported platforms. Although seems doable it would be a ton of work.
Offline Roquen
« Reply #86 - Posted 2014-05-16 10:08:34 »

CLR -> JVM converters?
Online pitbuller
« Reply #87 - Posted 2014-05-16 18:14:22 »

Unity runtime is 95% of c++.
http://aras-p.info/blog/2013/11/08/some-unity-codebase-stats/
Offline phu004

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« Reply #88 - Posted 2014-05-16 21:56:47 »

Does this game have any protection against piracy?  A Chinese website recently put full version of "Titan Attack" and "ultratron" to download for free.  There are already more than 1000 download made for "titan Attack".
Offline Cero
« Reply #89 - Posted 2014-05-17 03:26:27 »

if JET creates x86 binaries... wouldnt those potentially work on PS4 ?

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