Dundjinni Sold

Mark CMG

Creative Mountain Games
From EN News -

Fluid Entertainment has sold its interest in Dundjinni to its partner in the product, Dundjinni Enterprises, Inc. More information can be found here.

I think this part bodes particularly well -

However, there will be some changes with the change of ownership, according to Macauley. “We want to revisit some of the policies, like publishing rights and third party products, to see if we can make them more open.”
 

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I expected there was some trouble at Fluid with this product on a going forward basis. Their absence from the last Gencon was definitely noted.

Hope they kill the entire Java based concept though. Java has no business being used to create a graphics based program.
 

Steel_Wind said:
Hope they kill the entire Java based concept though. Java has no business being used to create a graphics based program.

Unless that kills the program's compatibility with the Mac OS. OS X = good. :)
 

I don't mean to start a religious war, but the statistical relevance of the Mac market is meaningless compared to the people who bought this for the PC.

I won't buy Java again. Period. Full Stop. There are a LOT of unhappy ENWorlders who thought the performance on Dundjinni was unacceptbale.

I'm betting there's more like me than there is more like you.

Which doesn't make me right and you wrong. It just makes supporting PCs a far wiser business decision.

In the end though: they'll do what they'll do. *shrug*
 

I purchased Dundjinni and found the java performance so poor that I haven't used it at all, either.

If they were going to stick with java, I'd just as soon they went purely Mac native -- because at least then it'd work for someone.
 

Unforuntately Java has entirely too much overhead for real-time graphic use (as I found out while trying to learn Java, and make a game at the same time). I'd be interested to see how long it takes before someone pulls the slack and creates a spin off of Java that just compiles the program to the computer's native machine code and is done with it as far as interpretation goes. Of course, if you developed with Direct-X you'd have to go windows only, and to make it available to anyone else you'd need OpenGL support to ... I think (anyone ... Bueller)? What's a developer to do in that situation but make two entirely different versions of the same thing.
 

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