[QUOTE=Arima] Oh sweet, good news. I hope the developer's reports are true![/QUOTE]
Yes, me too! I've got a rather large workload, currently, but V8 on iOS has been added to the roadmap
[QUOTE=jayderyu] It's been a very interesting discussion.
As mentioned I'm going want to get an Ouya game up and running. You(Lorin) mentioned that it's easy to implement native API's. I'm assuming you mean other JAVA api's like the Ouya DK. Could you point to a simple sample at what would be involved to do such work. I sorta dropped heavy programming last year in favour of my writing(fiction and RPG's) work and then found C2 as a wonderful alternative to coding games on my own. So I'm very minimalist right now on coding :P So any direction and pointers for the right direction would be awesome.
That's an interesting and cute naming convention, but please oh please do not name anything based on Hastings :D
In reverse order: Hastings Project...ok, now that you say that, I think it needs to happen :)
Pender uses Rhino for it's embedded js environment. This allows some fantastic utilities for inclusion of native (Java) code and libraries.
Easily done, example of syntax here:
you'll see the implementation of the Canvas drawImage functions
Easily done as well, example of syntax here:
all you do is initialize a js variable with the "Packages.java.namespace.resolver" syntax. Both native droid libraries and custom java librairies can be included this way.
The current version of Pender uses the Rhino engine as it's embedded JS environment. This, as I have mentioned, is being replaced with V8 for superiour performance. V8 requires us to wrap api's we wish to expose in a horribly complex (I'm mean nightmarish, really) template system.
Now, the work I'm doing in VateDroid (initial dump here: