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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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RLS0812

How Many Mobile Devices Use Java Now ?

6 posts in this topic

 There has been a kind of "war" against Java game developers on mobile devices for a long time now ... my question is, how many mobile devices now-a-days exist that can use normal Java applications ?

 How many do you think will be able to use Java 7 & 8 ?

 

 

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JavaME 8 as it is *could* work in any ARM device AFAIK (Raspberry Pi for example), and they have JavaFX working on those too, I haven't seen Oracle trying to get into Android/iOS/Windows Phone either.

 

It seems like its more oriented to other applications rather than consumer mobile devices.

 

neither Android nor J2ME provides the same standard Java libraries as desktop Java

AFAIK for JavaME 8 at least, its just a stripped down version, they merged the codebase somewhere between Java 7 and Java 8.

 

Dalvik is used in all Android devices (with varying features, latest ones are around Java 6 features + some Java 7 little things) and BlackBerryOS 10 runs Android Runtime (which I guess includes Dalvik).

 

I've seen people using ExcelsiorJET (supports Java 7, they're working on Java 8) for deploying applications to native binaries but I'm not sure of the extent it can be used on Android/iOS/Windows Phone (my guess, they can't).

 

I doubt Google will be stuck in Java 6 land for that much longer, prolly they'll launch their own language or something, maybe they'll get into some sort of agreement with Oracle about JavaME, but my bet is on "Grab another existing language, extend and tailor it to Android, make sure no one will sue us for it."

Edited by TheChubu
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AFAIK for JavaME 8 at least, its just a stripped down version, they merged the codebase somewhere between Java 7 and Java 8.

For Java ME 8, yes, but that isn't exactly common in the wild yet, and all previous Java ME platforms are stuck on a VM that matches the Java 1.3 feature set.

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I doubt Google will be stuck in Java 6 land for that much longer, prolly they'll launch their own language or something, maybe they'll get into some sort of agreement with Oracle about JavaME, but my bet is on "Grab another existing language, extend and tailor it to Android, make sure no one will sue us for it."

 

I've been thinking for a few months that they should just grab Mono and show Oracle their middle finger. Of course they would never do that because .NET is a Microsoft technology and Google and Microsoft hate each other like cats and dogs and it would mean Google would use a MS tech, but I can spot at least 3 big advantages to adopting Mono:

 

1- C# is the closest language to Java (not counting J++ and J#) and, thanks to Java's very slow evolution over its years of existence, C# is way ahead of Java in terms of language features. What this means is that C# can do nearly everything Java does. (Speaking strictly about language capabilities; libraries are another topic.) It makes it easy to adopt C# for Java programmers.

 

2- Want to use native? No more annoying JNI and ugly glue code! Just make a C++/CLI project for interop with Android and code your app in native C/C++. I think you wouldn't even have to use a lib for the interop layer. I'm pretty sure there are #pragma instructions that allow you to specify what should be compiled to native and what should be compiled to managed code. So you'd make it native by default and wrap managed code with #pragma.

 

3- J# and it's Java compatibility library make it really ridiculously painless to reuse Java code with no (or almost no) change. It's not perfect because 1- it was an old version of Java and 2- the point of J# was to help developers migrate their apps from Microsoft's defunct Visual J++ platform to .NET which was full of Microsoft-specific language extensions. But Google could take care of making J# support standard Java 6.

Edited by Bearhugger
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