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Usually, the reason that consoles perform better than PCs with equivalent hardware is that the hardware available on a given console is well-defined, and it is possible for programmers to make optimizations that are not possible for PC games, which need to run on a wide range of hardware configurations. AMD's Mantle API for PC boasts the ability to make ...


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I'm building a cross-platform game engine at the moment. I'm using SDL, which is an excellent (and suitably low level) cross-platform library for building graphics applications, to ease the pain. Beyond this, though, is a lot of "custom code" for each platform. This you just have to get through. I've found it to be a very small fraction of my development ...


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Contrary to the other two answers (which are rightfully C++-specific), there is another way. Some architectures that come to mind: Port your engine: Modify or write code so that it works across multiple platforms. This is addressed in the answers above. Write something above a cross-platform library: This is the example of libGDX, which runs on Java. Java ...


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Port your engine to each platform. There's nothing special about it. If you have some code that is Windows-only, then either add some #ifdef logic in the file or add a second file (so you'd have FooWindows.cpp and FooLinux.cpp or whatever) that implements that feature on the other OS(es) you care about. The one-click publish stuff that an engine like Unity ...


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There's no magic bullet here. If you want your game to run on multiple platforms, you have to write code for multiple platforms (or leverage third-party libraries that already do this for you). The things you are asking for don't align: you say (emphasis mine) what I am looking for is resources to integrate something that will allow me run on ...



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