Google PlayN

https://developers.google.com/playn/

From the overview page:

[quote]PlayN is an open-source cross-platform abstraction layer that uses the GWT compiler to take one code base written in Java and compile it into targets that run it as HTML5, Flash, Java, or as a native Android application.
[/quote]

sounds like pure uncut awesome sauce!

Will it really work? Sounds incredible!

I’d imagine it’ll use a subset of GWT, or new libraries, as you can just embed straight HTML into widgets.

There is also an older topic about this (forplay=PlayN), but a fresh topic about this amazing stuff is good :).

I am really curious about a possible Flash Stage3D support in PlayN.

At night, I dream about coding a MMO 3D game in Java, compiling the client to Flash and after that deploying it to iOS, Browser & Co. AS3 is nice, but coding server and client in the same language is more convenient.

Of course, direct iOS support in PlayN would be very nice too. I wonder if one could use the code from http://www.in-the-box.org/ for Java to iOS compiling (the project seems a bit dead :().

I am currently adding PlayN for the AllBinary Platform to add HTML5 support. I hope to provide an HTML5 version of my MiniSpaceWar w/Vectors as a proof of completion in 2 weeks.

That will bring me to J2ME, J2SE, Android, and HTML5 support.

Leaving me with ActionScript, Native, and iOS to finish things off. I already did a little testing with ActionScript and I can say that it will only be 2 times as long as HTML5 support and similarly for Native. That would leave iOS as the wild card. Only God knows how long that will take.

I tried it a little while ago, and the performance was not very good then (desktop and html5). The Flash export didn’t work either. But I expect this to improve quite a bit, since it is still a very new tool. It wasn’t really useful for me then, but it could be a really cool tool when it has matured.

I have also messed around with it a bit. I only got to the stage of moving images around a screen but quite like it an api. If it lives up to its promises it could be pretty useful. I also could not get flash to work and did not try compiling down to android.

First post :slight_smile: I’ve been lurking for a few weeks

I’m pretty excited for playN. See what I did there? It got a lot of flack from all directions early on but it’s improved greatly. The best part is both android and iOS is supported now.

Haha icwatudidthar!

Welcome to JGO :slight_smile:

I learn libgdx to get android port-ability. I’ll wait from other’s experience about this before I jump in too.

Here is a chart showing the implementation progress for each platform. Very useful.

http://code.google.com/p/playn/wiki/PlatformStatus

It looks like Flash and iOS is going to take a long time before it’s fully supported.

They say the latest flash update broke some functionality. Do you think Adobe did it deliberately because they do not like competition with their AIR platform? It sounds too conspiratory to me but I wouldn’t put it past them.

I don’t think Adobe’s competent enough to be evil. Trying to plug all the myriad security holes in Flash probably broke something else. AIR is about set to be EOL’d soon.

At least they’ve completed html5 and java, which target most audience.

Awesomeness in the making, I’ll need to check this out. :smiley:

Unless you’re talking about Linux, this is really far from true. They just put out an RC of the exporter to iOS and Android that now uses hardware acceleration and gets 60 FPS from games now. A big jump from before.

http://www.bytearray.org/?p=3970

AIR and Flash’s future is in becoming a multi-platform development framework.

Is the Flash converter finished enough to make some VERY simple 2D game? Generally, does anyone tried using it to produce Flash and what the results were?

If you asked me that a month ago, I would have said forget it. But what they’ve done in 3.2 has made it a viable alternative to other ways. Take it with a grain of salt, I myself have not tried it yet, but I’ve been talking with other developers and am in direct contact with Adobe about it, and it looks promising.

Having been down the multi-engine/language path (I’m currently maintaining an AS3 and an Objective-C engine), it’s not a fun one to go with.

Alternatives to AIR and PlayN include NME (write in HaXe and uses SDL - it’s a bit raw right now but very promising because it can hit Flash, native C++, iOS, Android and HTML5), and kevglass’ Java-based solution where he writes in Java and uses a host of technologies to reach the rest (GWT, XMLVM, etc.) along with some thin wrappers.

As for a live example, the best one came even before this - if you’ve played the Flash game Machinarium - it was #1 on the iPad App Store when it debuted, and it’s a pretty graphical game in itself.