Homeland security recommends disabling java

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fireside 141 Jan 12, 2013 at 13:13

Another in a long line of strikes against java:
http://venturebeat.com/2013/01/11/homeland-security-java/

It was on the downhill with Sun and Oracle seems to have made it worse lately. It’s only worth learning to program Android anymore.

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Stainless 151 Jan 12, 2013 at 14:33

See that’s where you are wrong, learn c++ and opengles and then get a free developer licence from www.antixlabs.com

Then you can release your game on Android, and TV’s and set top boxes and mobile phones and …….

Our version of plants versus zombies runs on more Android devices than EA’s in house Android port.

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rouncer 103 Jan 12, 2013 at 14:36

i tried out ipad programming, but i just couldnt be bothered… i prefer my nerdy big box. i learnt procedural c when i was 15, and thats where it will stay, im just so god damn lazy. c is a kill and conquer all language, i dont need any more.

I actually did try out java, but i ended up running out of memory, it doesnt seem to have virtual memory?!?!!? what a piece of filth language.

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fireside 141 Jan 12, 2013 at 16:49

See that’s where you are wrong, learn c++ and opengles and then get a free developer licence from www.antixlabs.com

Been a while since I used c++ and opengl, but I don’t really see an advantage between that and Unity, where you just port the game to whatever you want. Aside from the fact Unity has a lot of editors and whatnot to make game creation easier. I think the Android port is still free. For 2d, it’s kind of going to HTML5, so something like that wouldn’t be necessary anyway. Android is still running Java underneath it all no matter what you pick. I just meant it keeps Java a relevant language. Actually, all the database servers using it would keep it relevant anyway.

I actually did try out java, but i ended up running out of memory, it doesnt seem to have virtual memory?!?!!?

I’m pretty sure it uses it. The problem is that the interpreter uses memory, and the GC doesn’t release it soon enough sometimes. It’s not the ideal game language, but works pretty well. If those little phones are running 3d games, it’s doing a pretty good job.
I agree, I think a hobbyist should stick with one thing, but I never do because I’m restless.

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Stainless 151 Jan 13, 2013 at 21:13

I talked to the guys at Unity, we offered to port their stuff to our system to give them a few hundred million more supported devices, they weren’t interested.

Personally I wouldn’t risk basing my development on them, what happens if they don’t support a platform that you want?

Or they suddenly decide to charge for a platform that you wanted to support?

Not for me, I don’t care about editors and whatnot, I want to know that what I am working on will go to market.

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fireside 141 Jan 14, 2013 at 04:22

Not for me, I don’t care about editors and whatnot, I want to know that what I am working on will go to market.

I’m a hobbyist, so it’s not really a concern, but from what I’ve heard, indies are very happy with the ports for Unity. They target most markets that have any value at all for an indie professional. iOs, Android, PC, Mac, and XBox. It’s in their best interest to port to valued markets. I don’t think the price is too bad, but it’s too high for a hobbyist. Generally it’s about 400 dollars per port. PC, Mac and web are free, which is all I care about at present. Actually, I only care about the web port right now, because I want to drop it off at Kongregate when I finish. You can pretty much tell if something is working by it’s popularity, and Unity is popular right now for indie developers.