Hello,
How do I get my hands on an Ouya Compiler? Will it use Java like Android or can we code for it in C++?
-Dave Ottley
Posted 29 December 2012 - 11:10 PM
*Looks in wikipedia*
(developer models ordered during the Kickstarter campaign for $699 or $1,337 will come pre-rooted)
LMAO
Props to Google for allowing rooting without voiding the warranty. Looks like they're gearing the whole console toward indy developers. Best thing since Pandora.
Ah, it says the dev release was yesterday... Let's mosey on over to their site and have a looksie...
http://www.ouya.tv/devs/
Looks like they're just adding an additional API to the Android kit. They seem to be targeting Unity developers primarily. There's mention of Eclipse. C++ is also mentioned.
C# also mentioned.
Edited by Khatharr, 29 December 2012 - 11:40 PM.
Posted 30 December 2012 - 01:55 AM
Posted 30 December 2012 - 03:06 AM
How do I get my hands on an Ouya Compiler? Will it use Java like Android or can we code for it in C++?
The Ouya is Android... It'll ship with Android 4.1, so it's merely a matter of developing an Android app. Of course, to take advantage of the controller and possibly other things, they may have some specific APIs you can use, but for the most part developing for the Ouya is just a matter of developing for Android. You can program in Java, C, or C++ just like you can for Android, because you are programming for Android.
I'll be able to share more details about it when my company gets its Ouya dev kit (hopefully that's just days away, now that they've shipped).
Edited by Cornstalks, 02 January 2013 - 04:27 PM.
Posted 30 December 2012 - 05:39 AM
Will it use Java like Android or can we code for it in C++?
*Looks in wikipedia*They said themselves that actually all consoles will ultimately be dev consoles. Those who willingly paid 699 or above were paying for the first run consoles. As the first run was so small (about 1200 approx) they are going to cost alot more than mass produced consoles, plus your getting a clear plastic console unlike everyone else.
Quote
(developer models ordered during the Kickstarter campaign for $699 or $1,337 will come pre-rooted)
LMAO
Edited by 6677, 30 December 2012 - 05:43 AM.
Posted 30 December 2012 - 07:15 AM
Yeah the standard $99 unit is a "dev kit".
i.e. there are no "dev kits" and "consumer versions", just a single product.
The "pre rooted" versions were part of a specific kickstarter bundle/tier that included early access to hardware and the SDK, as well as other stuff, like marketing for your game...
Posted 30 December 2012 - 11:05 AM
I don't believe there will be a "compiler" for Ouya, however there will be API's and "Developer" consoles.
Posted 30 December 2012 - 03:52 PM
Google has nothing to do that stuff Khatharr.
They said themselves that actually all consoles will ultimately be dev consoles. Those who willingly paid 699 or above were paying for the first run consoles. As the first run was so small (about 1200 approx) they are going to cost alot more than mass produced consoles, plus your getting a clear plastic console unlike everyone else.*Looks in wikipedia*
Quote
(developer models ordered during the Kickstarter campaign for $699 or $1,337 will come pre-rooted)
LMAO
Edited by Khatharr, 30 December 2012 - 03:58 PM.
Posted 31 December 2012 - 10:10 AM
well you may have to change what libraries you use for various things, you'll need to see does the graphics library you use support android/have an android port available etc. Then you will need to rewrite your input handler for touch screens aswell, that said android already has support for hardware keyboards, mice and gamepads (did you know that ice cream sandwich actually has drivers for the wired xbox 360 controllers, just a case of connecting them which is also easily done).
Theres some more that needs doing aswell but I'm not an android dev.
Posted 31 December 2012 - 11:37 AM
I have a question to add to this.Since I am developing a game in Java for PC/Mac/Linux, what would it take to make it android compatible? Just implement the android SDK or something?
Not quite. The reason is because Android is designed very differently from a normal PC, despite it being Linux. In Android, you no longer focus on making a program/application, but instead you focus on making activities. Additionally, there's no "main loop" in Android. You receive input from event handlers, and can set a timer/flag to repeatedly call you drawing function, but there's no "main loop." Also, input is quite different, because you don't have a traditional mouse, but instead have "pointers" that go down, move, and then up. Android only supports up to OpenGL ES 2.0, so you have to make sure you're using that (and you may have to make a few changes if you port from some OpenGL library to Android's OpenGL libraries).
You don't have to rewrite your game from scratch if porting it to Android, but if you aren't thinking about Android from the very beginning and designing it to work on Android from the start, you'll probably have to make some significant changes to your project.