Android NDK?

Does anybody know if OUYA is going to support applications developed with the android Native Development Kit or whether we'll have to use Java?

Comments

  • Jack_McslayJack_Mcslay Posts: 100Member
    I sure hope so. One idea of a game might require code as optimized as possible
  • noctnoct Posts: 122Member
    OUYA is built on 4.2 (Jellybean), so NDK is absolutely supported. Currently the ODK is all Java, but a native version is in the works.
  • BalbiBalbi Posts: 198Member
    noct said:

    OUYA is built on 4.2 (Jellybean), so NDK is absolutely supported. Currently the ODK is all Java, but a native version is in the works.

    Correction, Android 4.1 Jellybean, not 4.2. API level 16

    Lead Developer of Leroux
  • noctnoct Posts: 122Member
    Oops, thanks for the correction!
  • BalbiBalbi Posts: 198Member
    My reply was a little confusing. It is Android 4.1 API level 16 .
    Lead Developer of Leroux
  • QuadLynxQuadLynx Posts: 4Member
    Is there an ETA on the native version of ODK stuff?
  • kiekie Posts: 5Member
    You can use it already. Cocos2d-x runs fine. All you need is some JNI for the ODK. We'll currently on writing all the JNI stuff. 
  • AcnePlayAcnePlay Posts: 12Member
    edited January 2013
    Im only useing NDK for my development. And it works perfectly whit the platform14 version of NDK. Even the Clang3.1 toolchain work perfectly.

    No there is no c or c++ version of the ODK at the moment but its not hard to write bindings for the ODK useing JNI.
    Post edited by AcnePlay on
  • batylbatyl Posts: 8Member
    I've also been using the NDK on Ouya successfully. I had my first successful run of my portable engine (C, C++, and Lua) on the Ouya hardware and was pretty impressed with the Tegra 3's performance.
  • QuadLynxQuadLynx Posts: 4Member
    I'm new to Android dev, so I'm just learning about what's involved. I know that you can use JNI to get at the java ODK stuff, but I was hoping that the OUYA team was going to do a native version of ODK.  Wouldn't that be cleaner and potentially more performant? 

    At a minimum, it would be nice if they maintained the JNI stuff with the ODK since it's going to be going through lots of changes.


  • KonajuGamesKonajuGames Posts: 560Member
    QuadLynx said:
    I'm new to Android dev, so I'm just learning about what's involved. I know that you can use JNI to get at the java ODK stuff, but I was hoping that the OUYA team was going to do a native version of ODK.  Wouldn't that be cleaner and potentially more performant? 

    At a minimum, it would be nice if they maintained the JNI stuff with the ODK since it's going to be going through lots of changes.


    I believe the native version of the ODK will just be the JNI wrappers.  As for performance, the only APIs called every frame are for OuyaController, and they're only a couple of times per frame at most.
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