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iPhone's Game Potential As a Threat to Java Phone Games

Ian Lamont writes "In the runup to Apple's WWDC 2008, Chris Tompkins thinks that the iPhone's gaming potential 'might finally put the lackluster Java-based cell phone gaming market to death.' He cites the iPhone's use of Core Animation adapted for ARM processors, which he says allows for the advanced effects of OS X and now OpenGL-accelerated 3D games, as well as the importance of an on-demand store and Internet connection. Tompkins says that while certain genres lend themselves to the iPhone's touch controls, such as real-time strategy games (think StarCraft) the lack of physical controls will force developers to creatively approach the multitouch and accelerometer on the iPhone. His advice to Apple — make a compelling overture to independent game designers, and treat them like rock stars. Tompkins, incidentally, is one of several people who have recently pointed to Apple's mobile gaming potential."

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  1. ROFL by Moraelin · · Score: 1, Offtopic

    ROFL. 2.6 million? That's it? The _whole_ market? That's not even the budget for _one_ game on any proper gaming platform.

    Sorry, I didn't know those numbers, but if that's it, now I understand why they call it lackluster.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  2. Re:And we know that ... by Z_A_Commando · · Score: 1, Offtopic

    I agree. Furthermore, the iPhone SDK works on OS X 10.5 only to my knowledge. It certainly doesn't run on any PC and probably doesn't run on OS X 10.4 since Apple is fond of dropping everything but the latest and greatest from the list of supported products. So if a company wants to develop a game for the iPhone they'll have to do it in OS X and that's not something any "real" game studios are doing and I hardly see a huge market for applications on a single device when the device in question hasn't been out for more than a year. What's more, how do we know that the current iPhone and the next generation of the iPhone, the so-called iPhone 2.0, will run the same code? It likely will, but the possibility is still there.

    My favorite example of Apple breaking functionality on purpose is the 32-bit version of OpenGL in OS X 10.4. The day Leopard was released so was a 64-bit version of OpenGL, but it was for Leopard only. Thus I couldn't compile anything in 64-bit that used OpenGL because the OpenGL library was 32-bit only and I couldn't upgrade the library without upgrading to Leopard. Microsoft would draw so much more bad press if they did this with every Windows release.