Author Topic: jPCT for iOS!!  (Read 1146 times)

Offline AGP

  • quad
  • ******
  • Posts: 1526
    • View Profile
jPCT for iOS!!
« on: June 18, 2013, 10:08:04 am »
I just received an e-mail from the good people of Excelsior-USA: they have made an iOS version of JET. This is phenomenal news and could lead to jpct working on iOS (depending of course on whether all the libraries jpct uses will be available for it). So, Egon, cound and would you look into it? Adding iOS compatibility changes the importance jpct (for me as well, I'm sure, for many others) has by a large margin.

Offline AGP

  • quad
  • ******
  • Posts: 1526
    • View Profile
Re: jPCT for iOS!!
« Reply #1 on: June 18, 2013, 10:23:18 am »
Hey, if it doesn't have all the OpenGL stuff, this alone is a really great reason to work on the software renderer!

Offline EgonOlsen

  • Administrator
  • quad
  • *****
  • Posts: 11775
    • View Profile
    • http://www.jpct.net
Re: jPCT for iOS!!
« Reply #2 on: June 18, 2013, 10:23:36 am »
I've no iOS device or a Mac (which you actually have to have to do anything useful with iOS). If it fully supports the Android SDK, it should work just as it is, shouldn't it!? I can't try for myself ATM for the reasons mentioned. Do you have a link to this iOS-JET-thingy? I can't find it on their site after a quick look.

Offline EgonOlsen

  • Administrator
  • quad
  • *****
  • Posts: 11775
    • View Profile
    • http://www.jpct.net
Re: jPCT for iOS!!
« Reply #3 on: June 18, 2013, 10:24:54 am »
Hey, if it doesn't have all the OpenGL stuff, this alone is a really great reason to work on the software renderer!
Software rendering on ARM is MUCH too slow to be of any use. Look at the Android emulator...and that one uses optimized assembler code. Anyway, if it wouldn't support OpenGL, it would be doomed right from the beginning.

Offline AGP

  • quad
  • ******
  • Posts: 1526
    • View Profile
Re: jPCT for iOS!!
« Reply #4 on: June 18, 2013, 10:28:34 am »
I'll forward to you the e-mail I got. From what I gather, it's not an Android thing, it's just regular Jet (thus desktop Java) on iOS.

I realize that software rendering would be slow, but it could still be used for rudimentary stuff. You are good at micro performance optimizations, and I figure that it shouldn't even be THAT rudimentary.

Offline EgonOlsen

  • Administrator
  • quad
  • *****
  • Posts: 11775
    • View Profile
    • http://www.jpct.net
Re: jPCT for iOS!!
« Reply #5 on: June 18, 2013, 10:35:51 am »
it's just regular Jet (thus desktop Java) on iOS.
What's the sense in that if it's true? On a mobile device, you need support for all this mobile/touch/gps/sensors stuff. Without it, it's pointless anyway...

Offline AGP

  • quad
  • ******
  • Posts: 1526
    • View Profile
Re: jPCT for iOS!!
« Reply #6 on: June 18, 2013, 10:40:58 am »
I expect they will include their own touch-screen libraries, but I haven't looked into it at all yet. I, for one, am VERY excited about this.

Offline EgonOlsen

  • Administrator
  • quad
  • *****
  • Posts: 11775
    • View Profile
    • http://www.jpct.net
Re: jPCT for iOS!!
« Reply #7 on: June 18, 2013, 12:06:55 pm »
Thanks. But that product isn't even in its design stage. They are still collecting data to see if it makes any sense. I guess we'll have to wait and see how this turns out.

Offline AGP

  • quad
  • ******
  • Posts: 1526
    • View Profile
Re: jPCT for iOS!!
« Reply #8 on: June 20, 2013, 10:35:58 pm »
I have a little update on this: they're exploring their options and, in doing so, have asked me how I feel about not having AWT, about using JavaFX for the graphics, and about they making wrappers for the touch screen, accelerometer, etc. They also suggested that they'd would give free licenses and early access to the lwjgl people.