[quote]Well… the blog finally hit Slashdot… 8-0 - http://games.slashdot.org/games/05/03/28/156219.shtml?tid=207&tid=193
]
On the up side, it’s not going over so well (even though Slashdotters can often be anti-Java!) People are mostly pointing out Carmack’s misrepresentation as well as other cell phone issues.
best quote -
“To say that the J2SE (or J2EE) plaforms suck because a particular J2ME implementation is slow is like saying that internal combustion engines suck because your go-kart can only go 15 mph.”
I have to say I am pleasantly surprised!
[/quote]
How about this one?
"…Carmack is way over-estimating performance of most phones. Only the highest-end Java phones support 200k jar sizes. The majority of consumer phones are limited to 64k - even many brand new phones have this limitation. On the other hand, he’s not being 100% fair with his GBA comparison. Gameboy, GBC, and Gameboy Advance all have tile-based rendering that is easily capable of 60fps, while Java-based (and BREW-based) cell phones have only linear frame buffers that you don’t get direct access to (usually). To aggravate things, many Samsung BREW phones have 250ms response rates.
Carmack will also be disappointed when he begins experimenting with BREW. BREW doesn’t support threading, globals, or even static variables. I’m not even going to get started on the bizarre latencies of the API.
One of my jobs as a cellphone developer is to port Java games to BREW. Carmack’s comments about how fast Java phones play like 4.77MHz IBMs is true, but the same is true for BREW phones as well. I’ve only managed to squeeze another 10% out of the performance on similar BREW phones. There are a lot of things limiting cellphone performance, but Java isn’t one of the main culprits. Bad platform design and slow hardware are what kills it."
-Chris