I'm working on mobile platforms as Android, IOS... Many users of Moblox ask us a windows and an OS X version. There is no difficulties to provide these versions, because we are developing on OS X C++ code but we miss global scores and social network part (facebook, twitter). Is there any library to implement these functions on Desktops plaforms ?
On mobile platforms, we have many SDK to provide theses functions as OpenFeint, ScoreLoop, Plus+. We have used cocoslive and uploaded scores with libcurl but it's very limited.
Facebook and Twitter provide cross-system APIs accessible in a variety of ways, typically a simple HTTP request (or a few).
So far I couldn't find anything on google so I'm asking here: I need to connect two iphones or more to each other for a multiplayer game, what features does iphone api provide? is there some kind of bluetooth device or equivalent in iphone or should i just search over the wireless network connection? and what api should I use to connect them? is it possible to use c++ or are the api functions only available via obj-c iphone sdk?
The answers to this cross-platform related question are useful, however I want my (C++) game to run on Windows and Linux (and be packaged for Ubuntu) only. I'm not interested in platforms like mobile or consoles. Are there any specific tips or suggestions for this case? Also, if I get the game to work on linux, is it difficult to add support for OSX? Updating with more information: It will be a 3D game simulating the motion of spacecraft in the solar system. We will use Ogre3D for the graphics. We're still in the design phase, so there's no code written yet.
people can play my game once finished). I'd like to have it available on many mobile platforms aswell. (because I love touch input for some reason) I do know the XNA framework pretty well... don't need 3D, and it is quite ...a lot of work to learn. I also don't like that it is so expensive to use for different platforms and that I can only code for it through scripting. You have to buy each... want to have fun, and c# is fun ;) SDL. Quite frankly, I'd still need to port to all those different SDL implementations. And I don't like OpenGL style programming, it's just plain ugly. And it needs
Say I develop a game for mobile platform running OpenGL ES 2.0. I have done 2D part, and now I wish to import some 3D objects. The imported 3D objects must contain the following: Vertices positions Normals UVs Texturing information Animation information Collision mesh Maybe some other things... I am aware, that I could and (maybe should) create my own file format that brings these data from... the above mentioned features plus things I haven't considered yet Programming language is: C++. Currently, I'm developing under Windows 7, Visual Studio 2010, and OpenGL ES 2.0 emulator. Later
the platform. I have tried many different ways of doing this, such as trying to find the penetration depth and repositioning the player backwards by the penetration depth. Sadly, nothing I've tried seems...I am trying to create a 2D platformer (Mario-type) game and I am some having some issues with handling collisions properly. I am writing this game in C++, using SDL for input, image loading, font... the amount of blocks, or platforms. I am checking all of the blocks using a for loop, and the number that the loop is currently on is represented by integer i. The coordinate system might seem a little weird
I've been using SDL 1.2.14 for awhile without using many of the features from newer OpenGL versions. I'm now interested working only with the 3.3 API (not using the deprecated functions, etc... that's the latest my graphics card supports), but I'm having trouble getting set up. Here's some information about my development environment: Windows 7 64 bit Eclipse Helios CDT Mingw Toolchain C++ I've tried building SDL 1.3 and following this tutorial. This ended up being a pretty big pain and I gave up amid a stream of compile errors - I'd prefer to not go this route if possible. I know also
to fire that I have found is the hash being changed after the node was inserted on the map. Any ideas how can I find a solution to it? Which data and information I can provide to help debug this? Also I have seen in the forum some posts about this assertion, but no one that I have seen explain ways to debug or to fix it. Ogre version 1.7.1 Windows 7 render Direct3d 9 ... out what I have done wrong, but it is hard, so perhaps someone has any idea of what may it be. I can reproduce it easily on my engine and my scene consists only of: 1 terrain page 1 mesh
I want to programmatically determine at runtime how much video card memory is being used by my program. Specifically I'm wondering about how to do it on a Windows machine using OpenGL, but am interested of ways to do it on other platforms as well. I know there are utilities out there that will show me the memory usage as my program is running, but I want to be able to query that information from my code.
to that Game. Since enet supports channels I was thinking of using 2 channels per table, one for the game messages and one for in game chat. Would something like this work? Does anyone have any advice / design ideas for a game with a lobby and many tables? Is there a usual way this is done that I'm overlooking? Any conceptual ideas or even c/c++ code examples would be very helpful. Thanks ...I'm working on learning network programming. I'm working on a simple card game. The basic idea is: Players enter the lobby Players see tables Players sit at an empty seat Once they sit, they do