Wow… Okay… Just for fun and to test the general performance compared to android I made a test class that batches 100 boxes each update run. It runs between 20-3ms on desktop (3ms after jitting).
@zarch said:
So it's running faster on iOs than Android?
That's still using a null renderer though?
Yes, NullRenderer. Its just counting the time for batching on both platforms. Also the iPad3 is nominally a bit faster. It could have been way worse though :) Also batching is basically invoking most of the core jme functions so everything seems to work nicely up to here (knocks on wood).
@wezrule said:
awesomes :) <333. I have a few questions tho:
- Do we need a mac to be able to push this to "our" mac tablet/phone/ipod/iface/ipenis products? cus u know i can't afford one
- Do we need to pay the extortionate $100 developer fee?
also do we have plans for the xbox 720? :)
Yes to all :P I heard MS finally drops DirectX in favor of OpenGL, given that everybody uses it now ;P
Publishing/compiling for iOS is working as with all other libraries etc. as well. You need XCode and a Mac to build. If you want to publish you need an apple developer account, you even need one to run it on your own Phone and not just on the simulator. If you want to whine about this, PM @wezrule. That counts for you too @wezrule :P
@nightmare2real said:
I was just wondering, if it's possible to cross-compile JME to work on OSX would it also be possible to cross-compile JME to Flash ? :)
:? I doubt so. Though flash plays as if it was a full VM like java its just a badly written and hackishly extended 2D animation library. Also, its dead in case you didn't notice ;)