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I'm trying to make a 2d game and I want to code once deploy everywhere (ios/droid/linux/windows). Also, I don't want to pay $420 for a license; I need freedom.
So far, I have been looking at OpenFL, including HaxeFlixel (which builds on openFL), but its flash. Where is C++ in my life?
What other engines are like this?
Definitly Cocos2d-x, it's cross platform and works smooth.
There are millions of code samples and hint over the net.
Cocos2d-x | Cross Platform Open Source 2D Game Engine
UDK provides one of the most powerful game engines, Unreal Engine 3. It supports iOS and Windows mainly. Its free for a limited commercial use but please check it again since it might have changed the values. Last time I checked, they allow to us to earn 5000/= for free and then pay a royalty fee of 99$ per year. Unrealscript is the main language and allows C++ DLL binding.
Further, Unity engine provides powerful tools and portable to almost any platform. I am not familiar with its license. Please check it.
I lately found this Cafu engine which is powerful with many things. It is highly portable and currently it is written for OpenGL and OpenAL or FMOD and it is Open Source. Carsten is the man behind everything and he helps everybody in the forum, a very responsive person. Cafu is properly documented and totally C++ and Lua. Provides latest graphics since OpenGL is used. Bullet physics is currently integrated.
jMonkey Engine 3 is also another option. Portability is given since it is java. Its not slow as I suspected. They have rewritten lot of internal code of java api to make it run efficiently. Netbeans with VCS support is there. Various plugins are also available.
OGRE is a good graphics engine which is portable. But you will have to make your own game engine with it.
Torque3D and ShiVa are some other engines i reviewed. Personally i do not see much in them. Try them out if you are interested. They are lacking proper documentation and support according to some people i have talked to.
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Is it possible to program Android apps in Clojure?
Can anybody suggest a good tutorial or book, if it is possible?
Yes, here is main project I am aware of: https://github.com/remvee/clojurehelloandroid
And here is a little tutorial http://riddell.us/ClojureAndAndroidWithEmacsOnUbuntu.html though I would not be surprised if this tutorial is outdated, as it was over a year ago when I played with the code following this tutorial, and remvee's code has since been updated.
EDIT: see the update here from Stuart Sierra and the Clojure/core group: http://groups.google.com/group/clojure/browse_thread/thread/876c90d3ae353c61
"Clojure 1.2.0 works "out of the box"
on Android, but startup time is still
a problem. Some members of
Clojure/core have experimented with
ways to make this better, mostly by
selectively removing stuff that isn't
needed at runtime.
Follow
http://dev.clojure.org/display/design/Android+Support
for news. The last update was by Aaron
Bedra, a Clojure/core member, in
December 2010. I wouldn't say it's a
high priority right now, but neither
have people lost interest.
I personally would not recommend
writing an Android app in Clojure if
you intend to release it right away.
But if you're interested experimenting
with Clojure on Android and making it
better, then go for it."
Clojure benefits greatly from the android 2.2 JIT compiler which greatly improves class load times. Clojure creates lots of small classes which was taking 'forever' to load on previous android versions.
check out this 'in progress' work on a swank plugin for androiding with clojure
A new option for Clojure on android is ClojureScript.
ClojureScript compiles Clojure into JavaScript which you can then wrap in
an app. This bypasses the Dalvik-VM entirely and avoids the load time issues,
if your app is suited to javascript. many apps looking for more tight
integration with the platform can't use this approach. If your app
can live with out tight platform integration this could save you a lot of
time.
I know this is a bit old, but just in case someone stumbles on this, clojure on Android has come a long way since the answers above. The lein-droid and the Neko projects do make it a lot easier to write full android programs using clojure from begining to end.
This has been answered before. Yes, it is possible with a few minor hacks. However last time I tried it was extremely slow and very memory hungry. This was with Clojure 1.1 and Android 2.1. Things might have been improved since then.
Search for "Clojure REPL", "Clojure" or "Sattvik Software" in Android Market and you will find
an excellent REPL. I've been using it in my XOOM 1 Tablet, first with Android 3 and now with Android 4.0 without any problem.
If you search hard enough you will find programs for Java (Java IDE), Ruby (Ruboto IRB), Python, Lua, Perl, Javascript (SL4J for the last four, also SigmaScript for Lua), ISLisp (tiny-ISLispdroid), OCaml (OCaml Toplevel), Scheme, C, C++, C#, Pascal, Basic and even Forth!
I regret they still don't have one for Scala!
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Closed 8 years ago.
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I have to develop a cross-platform multimedia application that will run on Windows, Linux, MacOSX, Android and IOS. This application will have to be able to play audio/video content, display photos and graphs and, probably, show simple 2D animations. After lot of searching, it seems that the "most portable approach" to the problem is to use C++ as language and OpenGL ES as drawing APIs, because both are supported on almost any pair of device/OS, the performance level will be good and the visual appearance should be near the same on each (group of) devices.
Obviously, I know that I'll have to tweak the appearance of the app to "scale" on different devices with different display sizes and resolutions. I also know that it's unrealistic to demand the exact same behavior for any piece of code on such different architectures. I just want to minimize the written code (e.g. the rewrite of a piece of interface first in C++, then in Java must be avoided).
I'm not an expert in OpenGL ES programming, but looking at some samples, it seems that I will need a framework to have some ready-made widget (menus, buttons, textboxes). I'd prefer not to reinvent the wheel.
This is a low-budget project, so I'll need a framework that is completely free and opensource. The latter requirement also gives the freedom to add/modify APIs of the framework when something important is missing or is misbehaving. I'm not asking for a multipurpose framework (such Qt for example), able to handle input, networking, storage, etc., just because I strongly suspect that such a framework doesn't exist for the platforms I mentioned. I just want a sort of OpenGL wrapper able to abstract many of its low level details but also offering some UI widget as Qt would do. I'll handle intput, networking, storage, sensors separately, probably using other cross-platform open source libraries, as suggested here.
I've read a lot of similar questions on Stackoverflow and Gamedev, and I've heard about a lot of frameworks (Unity, Corona SDK, LÖVE, LibGDX, Ogre, Cocos2D-x), mainly created for game development. Ogre and Cocos2D-x, for example seem to match some of my requirements, but if I decide to use one of them I'll have to code almost all my UI elements (not such a big burden, someone might argue).
A few remarks:
the application is 2D, so OpenGL might seem like overkill. However, OpenGL ES has been chosen because of it's very good portability and its high performance level even on old hardware.
I'm basically a Linux C++ developer, so I'd prefer not to switch to HTML5 (still too young) or .NET/Mono (less efficient) without remarkable advantages in return. Moreover, I couldn't realistically master these languages in the short period.
I've been impressed with the story in this article. I believe that this could be the right approach: a mix of open source tools and libraries that fit the project needs. But I'm still missing the most important piece: the graphics framework.
Writing this question, I found this discouraging answer. I hope my requirements doesn't produce an empty set. I really can't affort to maintain n different UIs on n different platform. I really need something that is platform agnostic.
Any help or advice would be greatly appreciated.
I just stumbled onto this one: GamePlay 3D
Supported platforms are Blackberry, Android, iOS, Windows, Linux and Mac OS X.
You can always do 2D using a 3D framework.
openframeworks
Does everything you asked.
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Is it possible to program Android apps in Clojure?
Can anybody suggest a good tutorial or book, if it is possible?
Yes, here is main project I am aware of: https://github.com/remvee/clojurehelloandroid
And here is a little tutorial http://riddell.us/ClojureAndAndroidWithEmacsOnUbuntu.html though I would not be surprised if this tutorial is outdated, as it was over a year ago when I played with the code following this tutorial, and remvee's code has since been updated.
EDIT: see the update here from Stuart Sierra and the Clojure/core group: http://groups.google.com/group/clojure/browse_thread/thread/876c90d3ae353c61
"Clojure 1.2.0 works "out of the box"
on Android, but startup time is still
a problem. Some members of
Clojure/core have experimented with
ways to make this better, mostly by
selectively removing stuff that isn't
needed at runtime.
Follow
http://dev.clojure.org/display/design/Android+Support
for news. The last update was by Aaron
Bedra, a Clojure/core member, in
December 2010. I wouldn't say it's a
high priority right now, but neither
have people lost interest.
I personally would not recommend
writing an Android app in Clojure if
you intend to release it right away.
But if you're interested experimenting
with Clojure on Android and making it
better, then go for it."
Clojure benefits greatly from the android 2.2 JIT compiler which greatly improves class load times. Clojure creates lots of small classes which was taking 'forever' to load on previous android versions.
check out this 'in progress' work on a swank plugin for androiding with clojure
A new option for Clojure on android is ClojureScript.
ClojureScript compiles Clojure into JavaScript which you can then wrap in
an app. This bypasses the Dalvik-VM entirely and avoids the load time issues,
if your app is suited to javascript. many apps looking for more tight
integration with the platform can't use this approach. If your app
can live with out tight platform integration this could save you a lot of
time.
I know this is a bit old, but just in case someone stumbles on this, clojure on Android has come a long way since the answers above. The lein-droid and the Neko projects do make it a lot easier to write full android programs using clojure from begining to end.
This has been answered before. Yes, it is possible with a few minor hacks. However last time I tried it was extremely slow and very memory hungry. This was with Clojure 1.1 and Android 2.1. Things might have been improved since then.
Search for "Clojure REPL", "Clojure" or "Sattvik Software" in Android Market and you will find
an excellent REPL. I've been using it in my XOOM 1 Tablet, first with Android 3 and now with Android 4.0 without any problem.
If you search hard enough you will find programs for Java (Java IDE), Ruby (Ruboto IRB), Python, Lua, Perl, Javascript (SL4J for the last four, also SigmaScript for Lua), ISLisp (tiny-ISLispdroid), OCaml (OCaml Toplevel), Scheme, C, C++, C#, Pascal, Basic and even Forth!
I regret they still don't have one for Scala!
Closed. This question does not meet Stack Overflow guidelines. It is not currently accepting answers.
Questions asking us to recommend or find a tool, library or favorite off-site resource are off-topic for Stack Overflow as they tend to attract opinionated answers and spam. Instead, describe the problem and what has been done so far to solve it.
Closed 9 years ago.
Improve this question
Is it possible to program Android apps in Clojure?
Can anybody suggest a good tutorial or book, if it is possible?
Yes, here is main project I am aware of: https://github.com/remvee/clojurehelloandroid
And here is a little tutorial http://riddell.us/ClojureAndAndroidWithEmacsOnUbuntu.html though I would not be surprised if this tutorial is outdated, as it was over a year ago when I played with the code following this tutorial, and remvee's code has since been updated.
EDIT: see the update here from Stuart Sierra and the Clojure/core group: http://groups.google.com/group/clojure/browse_thread/thread/876c90d3ae353c61
"Clojure 1.2.0 works "out of the box"
on Android, but startup time is still
a problem. Some members of
Clojure/core have experimented with
ways to make this better, mostly by
selectively removing stuff that isn't
needed at runtime.
Follow
http://dev.clojure.org/display/design/Android+Support
for news. The last update was by Aaron
Bedra, a Clojure/core member, in
December 2010. I wouldn't say it's a
high priority right now, but neither
have people lost interest.
I personally would not recommend
writing an Android app in Clojure if
you intend to release it right away.
But if you're interested experimenting
with Clojure on Android and making it
better, then go for it."
Clojure benefits greatly from the android 2.2 JIT compiler which greatly improves class load times. Clojure creates lots of small classes which was taking 'forever' to load on previous android versions.
check out this 'in progress' work on a swank plugin for androiding with clojure
A new option for Clojure on android is ClojureScript.
ClojureScript compiles Clojure into JavaScript which you can then wrap in
an app. This bypasses the Dalvik-VM entirely and avoids the load time issues,
if your app is suited to javascript. many apps looking for more tight
integration with the platform can't use this approach. If your app
can live with out tight platform integration this could save you a lot of
time.
I know this is a bit old, but just in case someone stumbles on this, clojure on Android has come a long way since the answers above. The lein-droid and the Neko projects do make it a lot easier to write full android programs using clojure from begining to end.
This has been answered before. Yes, it is possible with a few minor hacks. However last time I tried it was extremely slow and very memory hungry. This was with Clojure 1.1 and Android 2.1. Things might have been improved since then.
Search for "Clojure REPL", "Clojure" or "Sattvik Software" in Android Market and you will find
an excellent REPL. I've been using it in my XOOM 1 Tablet, first with Android 3 and now with Android 4.0 without any problem.
If you search hard enough you will find programs for Java (Java IDE), Ruby (Ruboto IRB), Python, Lua, Perl, Javascript (SL4J for the last four, also SigmaScript for Lua), ISLisp (tiny-ISLispdroid), OCaml (OCaml Toplevel), Scheme, C, C++, C#, Pascal, Basic and even Forth!
I regret they still don't have one for Scala!
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Questions asking us to recommend or find a tool, library or favorite off-site resource are off-topic for Stack Overflow as they tend to attract opinionated answers and spam. Instead, describe the problem and what has been done so far to solve it.
Closed 9 years ago.
Improve this question
My open source Android application has internationalization done the Android way, with strings.xml files.
The community has many people from many countries, and they are willing to contribute/improve translations using a collaborative website.
There is Launchpad but it only supports the gettext format so we would have to use scripts, not very convenient.
What website is convenient for translating open source Android applications?
Anybody must be able to start contributing without any sort of prior approval.
One tool was not yet listed so far - Weblate. It has native support for Android string resources and is already used for several apps (for example OsmAnd). Though it requires you to use distributed version control system (preferably Git).
I opted for Crowdin. It allows the admin to upload the XML files, and then anyone can translate to any language.
Translated files can be downloaded in a ZIP archive.
It is free for Open Source projects.
The UI used to be really slow, but it has got better recently.
I've written a tool to convert between Android XML resources and .po files:
http://blog.elsdoerfer.name/2010/04/08/android2po-managing-android-translations/
http://github.com/miracle2k/android2po
I'm using this myself with Pootle, and it works well enough, though I'm not really all that happy with the Pootle UI. Crowdin is in fact much better in that regard.
Here is a small tool I've developed: http://www.lokaligo.com/.
Probably not perfect, but for me, for now does the job.
Localize your apps and content more easily – Android Resource (.xml) formats now supported in Translator Toolkit [1]
http://translate.google.com/toolkit
[1] http://googledevelopers.blogspot.nl/2012/03/localize-your-apps-and-content-more.html
See Get Localization http://www.getlocalization.com, it integrates with Eclipse.
Amanuens.com has also support for android builtin, is free in 2011, syncs with your repo, but personally I dislike the editor.
Pootle is a great localisation platform with many features and support for many formats. The upcoming version supports even more formats and adding new formats is very simple.
Transifex is a really good tool for collaborative translation. It offers paid plans, a free demo for 15 days and is free for open source projects.
I use Androglot.com, its quite early stage but promising, free and open to anyone, supports Android string.xml files (and string-array) without restrictions...
I found MyGengo's String, which has native support for Android string resources. They're still a little buggy, but they have a slick interface. They're free for public projects.
Are there any others that have sprung up since last year? (please post as a new answer, not a comment to this answer)
I've started using android2po with a Drupal-based translation tool.