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Aria's Blog

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Greetings


Aria

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Good evening everyone.

I'd like to introduce myself as the Android guy on the Leadwerks team.

 

We ran into a couple of little quirks starting out with the Android port of Leadwerks3D and the whole Android C++/native development thing but we'll have a great environment for everyone to push to their heart's content soon.

 

It's great seeing everything to start to come together and I can't wait to see what we can get these droids to do.

 

Thanks Josh for all the extra info and help.

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Guest Red Ocktober

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good to meet and greet you...

hope we'll be seeing and hearing much more in future posts, and THANKS for giving a jump start to the Android side of version 3 development...

 

--Mike

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Great news !

I also target IOS game, and if i could port it to Android without too much work it would be great.

LE3 perhaps will turn in some authoring tool like Shiva 3D in terms of mobile deployment ?

 

Will we have special version of the editor for mobile platforms ?

Caus i think not all candy shader effects and big terrain will be possible on mobile , specially for making a complete game.

OR will it be the same and it will be to us to be carefull at the size of the world we create and the shaders we use ?

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ShiVa3D doesn't have GPU instancing, so if LE3 comes even close with it's GUI, it will rock the world!

Unity3D is totally out of the race, since it's slow as hell, and it's slow even without the support of ANY shadows on Android and iPhone, iPad. So the rendering engine of Unity3D must be the biggest **** ever made. And on top of that, they charge you extra to publish on Android, iPhone, and other platforms, how gay is that? ShiVa3D has all in the price of one.

 

I like ShiVa3D because of its Authoring Tool, it's one mouseclick and you have your game on 20 different platforms. The programming side of ShiVa3D is horrible though, it's a in-house Lua wannabe version, which doesn't support half of the Lua features, and you have to code more than in C++, because you need to put some copy/paste code in every damn entity. It doesn't even have #include directives so you could reuse your code and make standard libraries, but you always have to copy and paste everything. But yeah, it's still good because you can make Android apps with shadows with it.

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Unity3D is totally out of the race, since it's slow as hell, and it's slow even without the support of ANY shadows on Android and iPhone, iPad. So the rendering engine of Unity3D must be the biggest **** ever made.

As usual you are slandering here everything you don't use and without good reason. I am not paid by Unity but I never saw slow games on them, AngryBots that is their demo example (where they use many shaders) and is free of charge on Market runs quite good, I tested it on Android both a smartphone and a tablet and never had significant slow render. I'm sorry that you still didn't learn to not defame :)

 

Besides this, Aria welcome in "our family", I'm very interested and excited to see what you guys will come on the Android platform with LE3 :)

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