Re: Setting up an Android development team for CS

Jorrit Tyberghein <[email protected]>
Newsgroups gmane.comp.graphics.crystalspace.devel
Message-ID <CAA49VVK+kYAXUqYqgHMbkDa2ECdvhd95S6KLoKYq+XvQ77=+Bw@mail.gmail.com>
On Tue, Jun 12, 2012 at 5:38 PM, Scott Johnson <[email protected]> wrote:

> > Only a very small wrapper to fire up the CS engine would be needed.
> > The rest
> > of the code can be fully in C++.
>
> This is true, but at mozilla, we are just finishing up a project that
> is using native Java for some of this. Specifically, our Off-Main
> Thread Compositor uses Java, because of efficiency issues with C++. We
> found that it's a major performance win to put UI stuff into Java
> native, along with final compositing, as it can be done off the main
> thread.
>

Well CS doesn't really have much UI stuff to do. I guess on the CS side it
will be mostly
rendering on the OpenGLES canvas. Perhaps a real game can use java together
with
CS and then the UI of the game might be done in Java.



>
> I'd recommend something similar for CS, since it could be a performance
> loss that we don't even realize until we hit it. The good news is that
> we can use the same core code for tablets and Android phones, so that's
> pretty exciting! BTW - I've been working for the last ~6 months on
> Firefox for android, which is almost entirely C++ (except for the
> pieces I already mentioned), and I'd be more than happy to help with
> this same project in CS.
>

Ah that's very nice!


>
> (I've actually been secretly waiting for someone to bring it up, so I'm
> pretty excited about this, too!)
>

Ok :-)


>
> ~Scott
>



-- 
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and CEL (http://cel.crystalspace3d.org)
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