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52

Microsoft has an FAQ about the use of their trademark. From that FAQ: Can I use a Microsoft logo to indicate that my product or service runs on or is compatible with a Microsoft technology or service? Yes, as long as you have a signed logo license agreement with Microsoft. Microsoft has many logo programs to indicate compatibility with ...


15

First off, setting up a cross-platform Ogre and using a Git repository do not have any direct relationship. The Source Control Management (whether it's Git or not) is used to synchronize multiple computers no matter if all the team use the same OS or different OS’s. If you want to use Source Control Management with your friend, you will need a place to ...


14

They utilized their proprietary Source engine. Many game engines and libraries are cross platform, it's nothing new. Portability is typically built into most contemporary engines. The simple answer: their engine supports all of those platforms. The gameplay code isn't rewritten for each. Only necessary platform-specific systems are re-written to an API ...


14

If you rely on your code in order to pay for food and shelter, and you need to support cross-platform on unknown future platforms (or reasonably might need to support cross-platform in the future), then designing your code to rely on a bunch of unknown compiler writers' correct adherence to bleeding edge language standards is dangerous (and I would argue, ...


12

Python is pretty portable in itself (runs on many platforms), but you have to take into account the following: What are the limitations of the platform you're targeting? Do you want to sell through a mobile store? For instance, the WP7 marketplace only allows to sell apps written in managed code (.NET). The AppStore is pretty locked down too and only ...


11

Write it in C/C++ -- this is the biggest thing you can do. Both platforms support C and C++, though in different ways. On Android, you'll be using the NDK. On the iPhone, it can be compiled along with the Objective-C code. You'll need to invest some time building the scaffolding around your C/C++ code for each platform. You should be able to be fairly ...


11

We have a thick C++ framework on top of a thin platform layer, also C++. Porting a game to a new platform is a matter of implementing a new platform layer, which because it's quite thin, it's quite fast to do. Also, all of our dependencies are open source and cross platform libs, such as SDL, Ogg, LibPNG, etc. For example, we have a Win32/DirectX platform, ...


11

You talk about "multithreading difficulties" but what difficulties are you actually talking about? In a way you're citing a phantom problem which may not even exist. The real challenge is one you make for yourself - if you are absolutely determined to get every last drop of power out of a piece of hardware, that does involve using the hardware to best ...


10

For commercial console game development, setting up a build system to target 360, PC, and PS3 simultaneously is irritating but is not particularly difficult. The 360 dev kit is simply a new a new target for Visual Studio + some tools and uses a very similar compiler to the standard windows MSVC++ compiler. The PS3 uses a GCC compiler back end but plugs ...


10

Most production level game engines have what is known as a Hardware Abstraction Layer. This is a generic API that the game engine can use to talk with hardware with out having to know which hardware that is. They just call SoundManager.PlaySFX(SFX_ID) or the like. Underneath in the sound manager however it will know which hardware its actually working on and ...


9

Small team must target "small but beautiful". Be sure of your target. Easy & broad supply is vital. The Game design should be very simple(no rpg but more like some tabletop games or oldies), The art should be minimalistic/2D (or using procedural tech) the tools must be high level: use a established game engine. the Language must be high level also ...


9

Given the broad range of APIs you wish to cover, the typical wrapping approach is likely to be inefficient and prone to difficulty in mapping API concepts across several other APIs which may or may not support particular functions to varying degrees. As a result, the most sensible approach would be to create a feature-centric API. While this approach ...


9

As A.A Grapsas (that's a tongue-twister) said, their underlying library/engine was created to be cross-platform. One of the reasons that things like the Unreal engine are so expensive is that they've (mostly) conquered the cross-platform challenge, allowing games based on it to run on the Xbox/PS3/Windows/etc. Since cross-platform means working with ...


9

You have to make this decision up front, before you start on any sort of development. Until you decide what language(s) and platform(s) to utilize, you can't actually do anything but concepting, design and preproduction. That said, you may want to allow for future ports or expansion to factor in to your decision. If you want to port to multiple desktop ...


9

Couldn't find the right phrase for search but finally found it, "using corporation trademark". It seems you are allowed to freely use their logo's and trademarks as long as the product is really compatible with their software. For Apple Compatibility: If you are a developer, you may show an image of an Apple product in your promotional/advertising ...


8

Especially if it's your first serious project, getting something (anything) actually completed is going to be your biggest challenge. The more barriers you can remove from that goal, the better. If you're really serious, to give some thought to making your game port-able. If it's a stand-alone Windows application and you're doing your own rendering, don't ...


8

I will try to answer your questions to the best of my ability: 1. XNA allows you to develop games for those platforms. Edit: MonoGame allows you to create games for the standard platforms as well as iOS, Android, Apple Mac, Linux and Windows 8. Since XNA games are written for the runtime, they can run on any platform that supports the XNA Framework ...


8

You are looking for a scripting language that can be embedded into your application. That is, a language which is designed to be interpreted at runtime (in many cases quite efficiently) and can be used to allow user extension of your native code written in C/C++/ObjC. There are many to choose from. Lua and Python are two quite popular ones, particularly ...


7

The HTML5 libraries are surprisingly good especially considering its young age. There are solid 2D/3D engines that support particle effects, physics, and the like. However, there is nothing comparable to established and mature game engines such as Unity or the Unreal Engine. Also HTML5 libs in my experience like to be event driven. For example sprites will ...


6

Avast there fellow Norwegian! I just have a few ideas: Pr. user performance reports. Can be used by teachers to evauluate who needs more follow up. Easily customizable/ localizable textual content. Good Teacher/student communication. Multiplayer. Where the whole class can participate in engaging tasks. This will make it easier for timid children to show ...


6

I highly suggest you take a look at OpenTK. Using it with MonoDevelop has worked out great for me in the past (Though I never wrote a full on game with it). If you stick the the C# 2.0 standard, you'll have little to no problems.


6

The lowest level that makes sense from my point of view is something that talks about the resources involved in rendering - vb/ib, render surfaces, textures, shaders, state blocks, etc. The problem here is that some of these need to be in different formats, depending on the API - that's where it gets a bit tricky. The easiest way around it is to pre-process ...


6

I've just found out about NME a few days ago in another question and thought it might be worth spreading the word. On the subject of multi-platform support, the frontpage states the following: Choosing NME opens almost endless opportunities. Create one application and publish to Facebook, the iOS App Store, the webOS App Catalog, the Android Market, the ...


6

A while back I did a GDC talk on how we built Source to be cross-platform, and best practices for cross-platform development generally: "How To Go From PC to Cross Platform Development Without Killing Your Studio."


6

Tom here from Scirra, we make Construct 2 the HTML5 game maker. We recently blogged about this, comparing HTML5 Canvas/WebGl/C++ DX performance. You can read about it here: http://www.scirra.com/blog/58/html5-2d-gaming-performance-analysis And here's the graph: I know it's not a performance in comparison to native mobile formats, but it is a ...


6

The "worth" of something can only be determined by you. For some people it isn't worth porting to android for the amount of time spent vs. sales. That being said there's no reason to just use C++ for everything. Sure, the interfaces for certain things is C or Objective-C, but you can call both of those easily from C++.


6

But - I'm wondering if it's not a bad idea to focus on those 2 systems only. After all there are other mobile platforms, there are PCs, Macs and Linux boxes... All of them having gamers using them. If you want to make money on your games, and even if you don't, you just want to reach a large audience, there really are no other mobile platforms. ...


5

That will be a largely painful process going from Java > Objective-C. Data Driven Build a game that is largely data driven. I think this speaks for itself, but this direction leads to less work you must completely re-implement. High and Tight Keep things very small and modularized. I say this because it will be much easier to port if you can easily take a ...


5

Small team + small budget = small games. Never forget that you're on a budget so the team/budget ratio have to define the time you can work on each game. That said, take time to prototype. You can't afford to make not good enough games. For the game engine, the current best all-in-one and cross-platform engine affordable for (very) small teams is Unity. ...



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