Jupiter Broadcasting

Love’s Labor Lost | CR 65

It’s a Monday holiday episode of the Coder Radio show, so we opened up the Skype lines and officially declare this episode a grab bag of topics!

From the death of JavaScript to Android vs iOS we touch on a list of favorite topics.

Thanks to:

Use our code coder249 to get a .COM for $2.49.

 

Visit coderradio.ting.com to save $25 off your device or service credits.

 

Direct Download:

MP3 Audio | OGG Audio | Video | Torrent | YouTube

RSS Feeds:

MP3 Feed | OGG Feed | Video Feed | Torrent Feed | iTunes Audio | iTunes Video

Feedback:

As part of our Unity 4.3 announcement here at Unite \’13, we\’re thrilled to show off our native support for 2D development. Our users have been making 2D games for many years at this stage, and we felt it was about time we stepped up and acknowledged that fact, and brought native support for Sprites and related 2D workflows to Unity.

JavaScript Here to Stay? Or Near Death?

Today, JavaScript is no longer a startup, and it\’s no longer just startups that are using it. Companies of all sizes and levels of maturity build applications for the browser, and JavaScript is the language they use to build them. The demands that were once placed on languages like C/C++ and Java are now shifting to JavaScript, and that shift is exposing the language\’s limitations: performance and maintainability.

In 2008, however, Google released Chrome with its V8 JavaScript engine. Around the same time, Apple brought out Safari 4 with its Nitro (née Squirrelfish Extreme) engine. These engines brought something new to the world of JavaScript: high performance achieved through just-in-time (JIT) compilation. V8 and Nitro would convert JavaScript into pieces of executable code that the CPU could run directly, improving performance by a factor of three or more.

Android feels slower than iOS?

There are two core pieces to Android graphics: SurfaceFlinger and Skia. SurfaceFlinger is Android\’s compositor, used by the window manager to create and display windows (actually called surfaces.) SurfaceFlinger is implemented on top of OpenGL ES 1.x currently and can also use other hardware acceleration techniques when available (MDP, a 2D blitter on the T-Mobile G1, or hardware overlays on the Xoom.)

Each application renders into its windows (or surfaces) using primarily Skia. Skia is Android\’s 2D graphics library. You can also use OpenGL ES 1.x and 2.0 to render into a surface.

Android doesn\’t use DirectFB or X11 or any other existing Linux solution.

The presentation shows the design concepts about Android Graphics system including SurfaceFlinger, EGL, 2D accelerator, and Binder IPC.

Ouya\’s troubled state:

Overall it has been a frustrating process porting my game (still not done) that has taken much longer than I had hoped.

Book Pick:

[asa]B0043D2F62[/asa]

Follow the show