Linked by Thom Holwerda on Thu 7th Nov 2013 10:11 UTC, submitted by nej_simon
Google

It's fair to say that Android went through some chaotic years in the beginning. The pace of development was frantic as the operating system grew at an unprecedented rate. An as-yet undetermined future led to decisions that were made to conform to existing hardware and architectures, the available development tools, and the basic need to ship working code on tight deadlines. Now that the OS has matured, the Android team has been giving more attention to some of the components that haven't aged quite as well. One of the oldest pieces of the Android puzzle is the Dalvik runtime, the software responsible for making most of your apps run. That's why Google's developers have been working for over 2 years on ART, a replacement for Dalvik that promises faster and more efficient execution, better battery life, and a more fluid experience.

This will be one of the defining changes in Android over the coming years. Android 5.0, perhaps?

Thread beginning with comment 576492
To view parent comment, click here.
To read all comments associated with this story, please click here.
RE[2]: Geez
by reduz on Fri 8th Nov 2013 19:12 UTC in reply to "RE: Geez"
reduz
Member since:
2006-02-25

Who cares about AOT? Users don't even know what that is and as a developer, I couldn't care less about that.

Give me C++ and OpenGL ES and I'm fine. All platforms offer that, Linux, Desktop Windows, Mac, Android iOS, BB10, Emscripten, and Chrome Store.. and oh wait Windows Phone doesn't.

Hope it does soon. I mean, Microsoft could:
1) Offer a not shitty DX9 profile and allow real time shader compilation, so people can write a wrapper.
2) Use the same wrapper are using in their WebGL support for IE11 in Windows Phone
3) Support OpenGL since hardware manufacturers have the drivers done anyway.

But nooo. Keep developers away. Great idea.

Reply Parent Score: 3

RE[3]: Geez
by Nelson on Fri 8th Nov 2013 20:16 in reply to "RE[2]: Geez"
Nelson Member since:
2005-11-29

This article is about AOT, your comment is a little odd.

Reply Parent Score: 3

RE[3]: Geez
by moondevil on Sat 9th Nov 2013 07:19 in reply to "RE[2]: Geez"
moondevil Member since:
2005-07-08

Who cares about AOT? Users don't even know what that is and as a developer, I couldn't care less about that.


Anyone that cares about performance.

Give me C++ and OpenGL ES and I'm fine. All platforms offer that, Linux, Desktop Windows, Mac, Android iOS, BB10, Emscripten, and Chrome Store.. and oh wait Windows Phone doesn't.


PS3, Wii, XBox, PS2, PS One, PSP, PS Vita also don't offer OpenGL ES support.

And before anyone mentions it, the OpenGL ES support on the PS3 is not fully standard and slower than libCGM.

Commercial game developers just write an engine that uses the best 3D API each platform uses.

Reply Parent Score: 3

RE[4]: Geez
by Alfman on Sat 9th Nov 2013 09:58 in reply to "RE[3]: Geez"
Alfman Member since:
2011-01-28

reduz,
"Who cares about AOT? Users don't even know what that is and as a developer, I couldn't care less about that."

moondevil,
"Anyone that cares about performance."

I think his point was that he doesn't care because he prefers native C++ anyways, which is already high performance. Traditionally, people who need performance prefer native, still the battles between native and VM devs are largely superfluous.

"Commercial game developers just write an engine that uses the best 3D API each platform uses."

Do they though? Maybe I'm wrong, but I would have assumed that most of them stick to one official API in the game and create wrappers to support other platforms. In software engineering terms, this is the best approach for achieving portability and not making the game engine itself more complex than it needs to be. The downside is less performance on platforms without the API and possibly a suboptimal use of features on those platforms.

Edited 2013-11-09 10:03 UTC

Reply Parent Score: 2

RE[4]: Geez
by tylerdurden on Mon 11th Nov 2013 03:29 in reply to "RE[3]: Geez"
tylerdurden Member since:
2009-03-17


PS3, Wii, XBox, PS2, PS One, PSP, PS Vita also don't offer OpenGL ES support.


You forgot to add the original Gameboy, the Supernintendo and the Sega genesis. I'm quite certain neither of those totally relevant and current mobile platforms offered OpenGL ES either.

Edited 2013-11-11 03:29 UTC

Reply Parent Score: 2