[PIGMI] BlueGin - Android C++ game engine
Doug
douglas.linder at gmail.com
Thu Jan 27 17:36:40 PST 2011
Physics, particularly, also gets a big speed up from a c implementation.
It's a pity you have to require android 2.3+ to be able to the
NativeActivity; using that you could write your entire engine in c, and
basically have one code base for iphone and android. :3 that would be pretty
sweet.
~
Doug.
On Fri, Jan 28, 2011 at 6:33 AM, Dan Venkitachalam
<dan at expandingbrain.com>wrote:
> On Thu, Jan 27, 2011 at 6:09 AM, Saxon <saxon at saxon.cx> wrote:
>
>> I've done a tiny amount of Android dev (in Java), so I'm curious about
>> the choice of C++. Does it perform significantly better, or is it easier to
>> integrate existing C++ libraries, or do you like C++ more, or something
>> else?
>>
>>
> The NDK page [1] has an overview of where to expect speed gains but it's
> really app dependent. Games stand to benefit from C++ more than your
> average app because they have compute heavy workloads.
>
> In my own projects GPU speed has been the real performance bottleneck, so
> Java's probably a viable option. But unless you're doing something
> pathological you're unlikely to beat C++ for speed.
>
> Personally, I have a love/hate relationship with C++. Mostly hate, so I'm
> not using it out of any fondness for the language. The main benefit is
> portability - being able to reuse a codebase across platforms. C++
> interfaces with Objective C and Java equally well and has strong vendor
> support, which is important to me.
>
> Integrating C++ libraries has its ups and downs. It's less work than
> porting to Java but the C++ support is sketchy in places, meaning you have
> to hack around a lot of restrictions. For example, exceptions and the STL
> were only introduced in the latest NDK. But they can't be used together
> yet, so you have to either choose libraries that don't use them or patch
> heavily. At least the situation's slowly improving.
>
> [1] http://developer.android.com/sdk/ndk/overview.html
>
>
> Dan.
>
>
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