Does anyone have any experience with it?
looks very interesting… code once, deploy across multiple platforms. As far as game development go, does it provide some kind of interface for performing cross-platform openGL? and if so, I wonder how much overhead there is in using it (maybe no overhead) who knows… I just skimmed though, taking a look at some of its tutorials.
Looks like playN. Now I’m taking a look on their visual design and simulator, hoping it can get rid slow google’s and androidx86. Thanks for show us!
But seriously, Blackberry? :o
It’s worth noting that it’s compiled for all platforms on THEIR servers. You can run it on simulators on your own to test it though (dunno how that works o_O). For some reason that seems to turn people off.
Since it’s actually compiled to native code OpenGL shouldn’t have much overhead. I skimmed through the JavaDoc and there’s a function to get a “platform specific graphics object”. I think that might be the only way to access OpenGL. You might have to write platform specific code though… Couldn’t find much info about it…
Hmm if I have to compile on their server then I’ll upload my code and download the binary later to run on local simulator. Yeah that can turn people with sukc connection off.
It would be foolish to make your commercial game / company fully dependent on the servers of a 3rd party.
But aren’t the advantages pretty big? You could say the exact same thing about buying games on Steam…
When buying games on Steam, you’re not putting your financial security at risk.
When selling games on Steam, and Steam goes down ‘forever’, you can sell your game elsewhere.
When compiling your games on a 3rd party server, and it goes down ‘forever’, you’re screwed, royally, I might add.