i want to develop same game on different platforms like android,webos,iphone(ios)
i heared we can port native code on this platforms.i am using windows.is there any chance for
me develop game in windows and port that into above platforms.
Thanks in advance
Aswan
You cannot just simply port them, OpenGLES has only a subset of OpenGL functionalities, and there's no GLUT in ES. Besides, each openGL setup code eg:preparing canvas, loading texture can be different from platform to platform.
You can't just copy-paste a Windows OpenGL game to one of those platforms and have it work flawlessly. There are tools and engines which can help you develop games once and then have it work on multiple platforms (how well they work I can't say, however, I've never used them). If you check this question here on SO, there is a good list of choices from the OP, some of which had the aforementioned ability.
Be careful. iPhone uses OpenGL ES which is a subset of Open GL.
A good thought would be to look at this before you proceed.
Hope this helps.
Thanks,
Madhup
Related
I just started C++ lessons not so long ago because I am interested in game development. Obviously I am nowhere near creating my own game yet but I was reading some guides on game development and it was talking about Unity and how it makes game development a lot easier than having to code 100% of the game.
However, I also watched some tutorials on youtube regarding SFML which can also be used for game developing, what are the differences? and can you use both at the same time?
I have already started learning about SFML but Unity seems so much simpler to use.
Thanks in advance.
In theory yes, but it's not practical, so the real answer is no.
SFML provides access to basic APIs (OpenGL, OpenAL, OS APIs, FreeType 2, etc) which can be used to build complex applications on top, for example like an engine more in the direction of Unity (e.g. xygine, Nero Game Engine).
But since Unity already provides access to all the things SFML would provide, there's really no reason in trying to integrate SFML into Unity. Similar to how it wouldn't make sense to integrate the Unreal Engine into Unity.
If you really want to do it, you'd approach it similar to how #Programmer described it in the comments.
So I am rather experienced with OpenGL on the desktop platform and am trying to integrate it with my iOS development experience. I have created several large scale iOS applications so I have a good understanding of that process as well. I was wondering if anyone knows of any useful techniques to integrate iOS UI components with an OpenGL scene, or if that is even possible. I apologize if this is to general. I can refine it if necessary.
For example, say you have an iPad application that has a table and whatnot on the left, and you want to add a little 3D OpenGL window on the right. (Perhaps a chart or something that the user can interact with?) This would not be for a game or anything, but more for my understanding on how to smoothly integrate the different platforms. Any advice or links that the community could provide would be greatly appreciated. Thanks in advance!
GL-Views do not have to cover the entire screen. A great and very easy to understand example is the sound=recorder SpeakHere iphone app within the iOS SDK.
This example uses a small GL-View for displaying a peak-level-meter of the audio signal; GLLevelMeter.
Hope this helps...
Can anyone tell me what should i use to make games for iPhone...
Actually i am a simple application programmer ...but never made complicated high graphics games...
i have made some games but only simple one...
Which tool is good for me to start....
i am aware of OPenGL...is it good to start with this ??
I'd say if you're reasonably competent with iOS & Objective-C, then it might be worth taking a peek at the likes of Cocos2D. There's also the iOS port of Flixel (which you can grab with the source to Canabalt which is sitting on Github), but compared to Cocos2D - it's a little less polished due to it only being recently out there.
Unity's great if you're familiar with C# or JavaScript and interested in wanting to do 3D games - and if you're not as interested in going the full-hog with learning OpenGL ES.
Corona is the best thing for you start looking into.
I'd suggest a trip to the bookstore, to find a book which speaks to you, regarding iPhone Game Dev. A quick look at Amazon reveals quite a number.
There's a lot to consider when making games, it's a huge topic.
You should check out Unity 3D.
For someone new to iPhone development and game dev in general, I'd say start with Cocoa Touch as it is simpler than OpenGL and you can create simple games (for example words games) with it. And even if you decide to develop an OpenGL app for the iOs you still need to work with Cocoa so there is no escape from learning it.
Once you get your head around objective-c/cocoa/xcode and iphone development in general, then start looking at OpenGL.
How hard would it be to port a flash game to the iPhone. Obviously Flash CS5 is no longer an options, I still would like to know if there's anything that can be reused? or do I have to write everything from scratch (Is Obj-C that different than ActionScript?) Is there any other shortcuts?
Also, if anyone has done this before please share your experience.
Flash is a very different platform, not only is the language change going to be an issue you're going to be going from Flash's renderer to presumably your own using OpenGL:ES.
Although another method may be to port your app to JavaScript. Both ActionScript and JavaScript are EMCAScript dialects, so very similar in that area, the APIs will be completely different though.
http://paulirish.com/work/gordon/demos/ interesting and slightly related, this is a implementation of Flash in JavaScript.
Note the new Apple T.O.S may affect you, but as far as I'm aware it's still a beta and I'm not Apple or a lawyer so I won't try and decipher it for you.
I am doing the same thing. I am using Cocos2d for iPhone. This is a pretty good 2d game engine. Actually, two apps created with it are in the current top 25. You are going to have to get down and dirty in Objective-C though. Objective-C is different from ActionScript but if you are use to object oriented programming you should be able to make the switch. Programming a Flash game is different than typical game programming done in Objective-C/C/C++. So, if you are familiar with how to do things in the Objective-C/C/C++ game programming world (render loop, capturing inputs, etc), you'll really be ok. If not, you'll have to get use to not having the Flash timeline, dealing with frames, etc. Good luck! You can do it!
read the statements from apple, no its not possible.
For my game Hudriks I used flash to build levels and some animations. For this an animation engine has been developed that supports motion tween, and then wrote JSFL scripts that goes through Flash objects and export to a format that can be parsed in my game.
For writing the JSFL - look for document called Extending Flash.
The rest was developed from scratch using Objective C with OpenGL. Do not see option of 'one-click' compilation or converting from Flash to iPhone (not considering CS5), but with developing extensions for Flash you could reuse some work.
It is hard, but it is possible. I am working on a automatic code converter now.
What are people using mostly to build iPhone games with? I'm learning iPhone programming. Currently I'm watching all the stanford vidcast, doing the assigments and going through the beginning iphone development apress book. I want to get into building games and want to know if developers are buidling everything with opengl es or are they using pre-existing game engines?
Depends how graphic-intensive the app is.
If it needs a lot of graphics, go with a pre-existing engine.
If not, many use OpenGL ES
I believe most people are simply using Apple's APIs. Other than that, I think cocos2d is pretty popular.
You can find a bunch of suggestions here:
learning iphone game development
Which technologies/concepts do you suggest I learn before creating an iPhone game?
I used Unity. There's been a lot of great games (even in the top 10) that used it. You don't even need to know objective-C. The code is written in scripting languages using C#, Javascript or boo and then compiled. It is expensive. It will cost you a minimum $600 for an indie license to do iPhone apps. unity3d.com
It's tough to get up to speed writing a game with all the APIs to learn and few good game examples (especially if you are new to Objective-C). I ended up tracking down the old crashlander source, which is notoriously hard to find since Apple pulled it.
There are probably half a dozen iPhone game programming books in the pipeline. Until then, the learning curve is pretty steep.
I'd suggest starting with an OpenGL 2D sprite-based game. Start by learning OpenGL ES, the touch system, then the audio system.