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<DIV><FONT face=Calibri>Thanks Dan and Doug.</FONT></DIV>
<DIV><FONT face=Calibri></FONT> </DIV>
<DIV><FONT face=Calibri>I've been reading a bit about the performance of Java vs
C, and float vs fixed point. Sounds like it's something I will just have to
test myself :)</FONT></DIV>
<DIV><FONT face=Calibri></FONT> </DIV>
<DIV><FONT face=Calibri>Saxon</FONT></DIV>
<DIV style="FONT: 10pt Tahoma">
<DIV><BR></DIV>
<DIV style="BACKGROUND: #f5f5f5">
<DIV style="font-color: black"><B>From:</B> <A title=douglas.linder@gmail.com
href="mailto:douglas.linder@gmail.com">Doug</A> </DIV>
<DIV><B>Sent:</B> Friday, January 28, 2011 9:36 AM</DIV>
<DIV><B>To:</B> <A title=pigmi@pigmi.org
href="mailto:pigmi@pigmi.org">pigmi@pigmi.org</A> </DIV>
<DIV><B>Subject:</B> Re: [PIGMI] BlueGin - Android C++ game
engine</DIV></DIV></DIV>
<DIV><BR></DIV>Physics, particularly, also gets a big speed up from a c
implementation.
<DIV><BR></DIV>
<DIV>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.</DIV>
<DIV><BR></DIV>
<DIV>~</DIV>
<DIV>Doug.<BR><BR>
<DIV class=gmail_quote>On Fri, Jan 28, 2011 at 6:33 AM, Dan Venkitachalam <SPAN
dir=ltr><<A
title="mailto:dan@expandingbrain.com
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href="mailto:dan@expandingbrain.com">dan@expandingbrain.com</A>></SPAN>
wrote:<BR>
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<DIV class=im>
<DIV class=gmail_quote>On Thu, Jan 27, 2011 at 6:09 AM, Saxon <SPAN
dir=ltr><<A title="mailto:saxon@saxon.cx
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href="mailto:saxon@saxon.cx" target=_blank>saxon@saxon.cx</A>></SPAN>
wrote:</DIV></DIV>
<DIV class=gmail_quote>
<DIV class=im>
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<DIV><SPAN style="FONT-FAMILY: Calibri">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?</SPAN></DIV>
<DIV><BR></DIV></DIV></BLOCKQUOTE>
<DIV><BR></DIV></DIV>
<DIV>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.</DIV>
<DIV><BR></DIV>
<DIV>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.</DIV>
<DIV><BR></DIV>
<DIV>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.</DIV>
<DIV><BR></DIV>
<DIV>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.</DIV>
<DIV><BR></DIV>
<DIV>[1] <A
title="http://developer.android.com/sdk/ndk/overview.html
CTRL + Click to follow link"
href="http://developer.android.com/sdk/ndk/overview.html"
target=_blank>http://developer.android.com/sdk/ndk/overview.html</A> </DIV>
<DIV><BR></DIV>
<DIV><BR></DIV>
<DIV>Dan.</DIV>
<DIV><BR></DIV></DIV><BR>_______________________________________________<BR>PIGMI
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