Using OpenGL ES on Android and iOS at the same time? - android

We want to create a mobile game for Android and iOS. But we don't want to code it for iOS and Android seperatly via native codes. Is there any way to code it with something like OpenGL library separate from iOS SDK and Android SDK? If it is, is there any tutorial? I couldn't find.

SpriteBuilder is a development kit for creating 2D games in Objective-C. You can develop the app once and deploy to iOS with Xcode and to Android with Apportable.
Tutorials are available here.

There are actually libraries for that purpose such libGDX

It's not as simple as that. The easiest solution is to use special framework, like libgdx http://libgdx.badlogicgames.com/ (I'm nost saying it's the best choice, I have used it in the past and it worked fine however), unity or gamemaker

Maybe you could use a game-engine that deploys on multiple platforms. For example: http://unity3d.com/unity

My commercial product, which is not a game, but is very graphics intensive and uses three-dimensional techniques, uses OpenGL ES 2.0 and runs identically on Android, iOS, Windows, Linux and Mac OS.
The core code is written in C++. On iOS I use the free MetalAngle library to get around the fact that soon Apple will no longer support Open GL.

Related

Is it possible to export application from android studio as an ios app?

I want to write app for ios with java is it possible ?
Can i do it with android studio ?
If i cant which is the best way for writing app in java for ios ?
There is no way to write a native ios app in java. You will have to use a mobile development framework. This used to be RoboVM but that is now winding down. The RoboVM devs recommend moving to libGDX and the Intel Multi-OS Engine.
Another option is to learn C# and use Xamarin studio to support several mobile platforms from a single codebase.
See here for a discussion of options, none of which are without a learning curve.

android - Develop apps using Visual Basic

is it possible to develop android apps using Visual Basic? if yes, how?
i have been working with it for a while and eclipse is quite difficult to use. i'd seriously prefer using VS
MSDN has a fairly useful library article about cross-platform development in Visual Studio with links on how to install and use the Xamarin or Apache Cordova tools.
Xamarin seems to only support C#, but maybe you could look at using a tool such as ILSpy to decompile a binary created from VB into C#
It is possible to develop android apps using VB.Net and Xamarin.Forms.
Xamarin allows you to develop cross platform apps using .Net framework - however, Xamarin users in most cases use C#.
Source - Xamarin.Forms using Visual Basic.Net
Another way would be using ionic framework, cordova or phonegap (pretty much the same, with different GUI's).
You will code the app in JS, HTML and CSS and can compile it as native app for iOs, Android and other devices.
You can read more here
It would be possible yes, but I'd recommend you to take a look at Android Studio.
It's a very nice IDE using Java to develop android applications.
You can also use Intel XDK. Very easy to use and flexible in choosing a framework, like Ionic or Jquery Mobile.
Yes, you can develop Android apps using Visual Basic. Look at the product called "B4A" (Basic4Android) by Anywhere Software.
It's basically like developing in VB6 for Android, and has built-in visual designers and emulation connectivity. You write all code in BASIC and it compiles down to native Java and APK files. No special frameworks or runtimes are required. Unlimited in its capabilities due to its ability to use Java code in modules (if desired), it's a truly amazing product. it's also as popular as ever. 100% of the code you write will be in BASIC - NO JAVA, C#, or anything else). If you ever want to know where all the VB developers went, now you know.
You're welcome. :-)

cross-platform openGLES?

Is there a best/good way to go about cross-platform app development, like a game, for Android and iOS simultaneously (and Mac OS X)?
Just to simply develop an app that uses OpenGL and C/C++ only should be very simple, shouldn't it? As long as I didn't get into sound or even interaction at first?
I looked into the NDK, but there are all these warnings about how people shouldn't use it. I want to do everything myself as much as possible so I have not looked into things like Cocos2D ... is there any tutorial which just gets like an openGL "Hello World" going cross platform?
Thanks
Bob
Unity3d (game engine) is the best and easiest way to develop cross platform games. Due to the facts thats is supports many platforms.
The Platforms supported by unity3d are Android, Iphone, Mac & Window, web, Flash, Ps3, Wii, and even Linux.
The main benefit of using it is you do not have to rewrite your code (only some minor changes) to port it other platforms.
It supports C#, Javascript as well as boo for scripting.
The best thing about it. It has a strong support and great community to solve your problems.
You can create a cross platform Hello World in Unity3d in few minutes for various platforms like mac, windows, android, iphone, web.
I know it is not close (unity3d) as you want to pure coding enviroment but if your objective is cross platform games then unity3d is the best way (also the fastest).
Check it out http://unity3d.com/
I'm currently developing a multi-platform game (iOS,Android,Java-openGL,Flash and HTML5) using a google framework called PlayN http://code.google.com/p/playn/
It works great and have had a good feedback from the author when I hit problems

Games using cocos2d-android

I am thinking of developing games in android using cocos2d-android in Java. But i want to develop games which will be cross-platform means they will also work for iPhone OS,etc.
I read that cocos2d-android api's have been derived from cocos2d-iPhone api.
I am familiar with C++ too.
Can anyone suggest some tools?
Any Suggestions are most welcome.
cocos2d-x is exactly what you want to use for developing games.
cocos2d-x is an open-source, C++ based, mobile 2D game engine, released under the MIT License . It aims to be multi-platform, lightweight, and developer-friendly, and is a child of the famous "cocos2d-iphone" project, doing its best to keep the primary features sync with it.
It works with Android NDK, iOS, Win32, airplaysdk(marmalade) and etc.

iOS and Android development on Windows

I'm facing a dilemma: I have a solid ASP.NET development experience in C# and looking to start mobile development. I have done research and know that there are some hacks for getting a development environment for iOS on windows, and recently after Apple lifted ban on 3rd party dev apps, Adobe Flash CS5 can be used to package iOS apps. I do have some prior experience with Flash and AS2.
So my question is: should i use Flash CS5 for iOS and MonoDroid for Android or should i just get Mac and learn Objective C for iOS and learn Java for Android? What would be the most practical solution?
Thank you in advance
EDIT: In the end, after trying out both Java Development in Eclipse against Android SDK and Mono for Android, I decided it's best to write Android apps in native environment. Eclipse FTW! As for iOS, I think it will also be best to use native Mac tools and Objective C.
While there are ways to get around using Objective-C for iOS development, I'm going to recommend that you learn it anyway. You need a Mac to deploy anyway, you might as well use it to develop as well.
Objective-C is bloody bizarre when you first start using it, with its strange square brackets and odd ways of doing things. However, once you've spent some time writing code in it, a change happens in your brainmeats and you suddenly realize that this is really an elegant way to work. Xcode is also quite an excellent IDE.
You can start with the iPhone Applications Programming lessons on iTunesU from Stanford. It's free, and covers what you'll need to know pretty throughly.
Worst case, you've learned a new language, and how Apple thinks iPhone apps should be developed. Even if you ultimately use something else, that understanding will help you out long term.
Take a look at monotouch & MonoDroid (Coming Soon), it still requires a mac. But you can open your solutions in VS2010 and use resharper, and just use the Mac for deploying and building. Take a look at this Here to open monodevelop solutions in Visual Studio.
http://monotouch.net
For Android, I would recommend learning Java. I just started working with Android in Java on my Windows machine after developing some ASP.NET sites. I'm familiar with Java, but the syntax is so similar to C# that it's very easy to understand and pick up. So far it is more difficult figuring out and remembering the details of the architecture of mobile applications as opposed to the language. It also helps that there are a number of good books and online resources for converting from C# to Java and vice versa.
Update: I found a good post over on programmers.stackexchange.com that talks about C# vs. Java for Android development with good discussion on the pros and cons of switching: https://softwareengineering.stackexchange.com/questions/33076/as-a-c-developer-would-you-learn-java-to-develop-for-android-or-use-monodroid-i
#Dimitri I was almost your identical skill set when iOS 2.0 was released. I decided to try and learn Objective-C and now its my language of choice. Its a bit different to start with but most of the changes are simple to learn. Whether you are programming for iOS using Objective-C or something like Monotouch either way you have to learn the frameworks. If you use Monotouch you will never be able to be on the bleeding edge of the iOS enhancements. Using Objective-C you will be able to use the latest beta APIs and ensure your apps work right. You will need a Mac to deploy to the App store so just bite the bullet and get a Mac. Get a MacBook Air 13"
I went the route of Monotouch for iOS and Java for the Android. Unfortunately, Monotouch still requires a Mac. I am currently participating in the MonoDroid beta, which looks pretty promising too. It's all a matter of taste. I should also note that, for the most part, HTML/Javascript is a nice way to get portable apps in some circumstances. I would expect HTML5 apps to become even more viable as tooling improves.
I choose to use the Mono, MonoTouch and Mono for Android technology stack from Novell. When coupled with a micro framework like MonoCross (open source in Google code) it helps me write applications for both iPhone and Android devices while leveraging a shared code base for much of it. I would highly suggest the same route, it has allowed me to implement numerous solutions for small businesses and enterprise customers alike.
I didn't have the ASP .NET experience like you, but I was a Pocket PC/Windows CE developer so C# and the .NET Framework were also my strongest tools when I started on journey towards Mono many moons ago.
You can do iOS,Android and Windows using Xamarin.
Android and Windows can be done easily but doing iOS on Windows was tough so far like networked mac is required for debug and development but things have changed now.
Microsoft has introduced Xamarin Live Player using which you can debug,develop and deploy the app completely in windows without the help of any Apple system but to sign and release the app to appstore you will need Apple System though

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