Using CMake for cocos2d-x projects - android

Now I know this question pops-up frequently, but since I could not find a satisfying answer yet, I'm gonna ask here again:
I'd like to setup a cross-platform project for cocos2d-x using cmake.
My intention would be to have the general setup in my CMakeLists.txt files and be able to use this setup for Windows and Mac development at the same time, so I would easily be able to test our progress on Windows Phone, Android, iOS (iPad), Blackberry, etc.
I don't want to drag and drop files to XCode every time I need to deploy the game on the iPad when I applied changes to my Visual Studio solution and vice versa (when a colleague made a change to the XCode project).
Now I found the ios-cmake project hereand the android-cmake here.
Are they any good, i.e. are they still maintained and any good for developing with cocos2d-x?
Has anyone of you gathered any experience using cmake for cocos2d-x development or is there another common way to handle that kind of cross-system development with cocos2d-x? (I know there is the python script for the initial setup, but as I said, i need it to keep the project maintained at any time).
Thanks in advance!

A year ago, Reuben Bond made a fork to crosscompile cocos2d-x, you can see it Here. Exist a pull request supported by the official cocos2d-x project Here 3 months ago for Linux only, and another with windows Here.
I'm interested on cross-compiling and I hope cocos2d-x V3 support it.

Related

Can you work with Kotlin Multiplatform Mobile (KMM) using Windows for Android part?

I wanted to enable one of my Android project to the new KMM but will deploy only for Android platform for the time being. According to this FAQ page it seems that the plugin works only for macOS. But was confused on the next paragraph stating
The good news is that you can work with cross-platform projects on
Android even without the Kotlin Multiplatform Mobile plugin. If you
are going to work with shared code or Android-specific code, you can
work on any operating system supported by Android Studio.
I am not planning yet to run the iOS part as I am still learning it, all I want for now is to prepare my project so when I am confident with my iOS skill starting it would be easy. I do not have a good Mac device as of now that is why I prefer to use my Windows machine for now which is more reliable for heavy stuff like Android development.
I just found the right place and reference and it is possible according to this documentation

Cocos2D-Python to Android/iOS

I have a feeling this question must have been asked elsewhere but I still can't figure this out. My question is two-fold:
Can Cocos2D-Python be used to create games for both iOS AND Android?
Or am I stuck with Cocos2D-x with I'm looking for that
cross-platform feature?
(Depending on the answer to #1) Do I have to install Android studio, Xcode and any other relevant IDEs to do the job? I'm asking this because I personally enjoy working with just text editors and command prompt.
Although I have no problem with switching to Cocos2D-x, I'd like to know what my options are before I make the commitment because Python is the only language I know right now. I am using 64-bit Windows 10.
Any help is appreciated. Thank you.
1) Based on the info at cocos2d homepage cocos2d-python only supports Mac, Win and Linux and not ios/android. Cocos2dx however supports mobile versions as well but it uses c++
2) You can work entirely on using the cocos cli which comes bundled when you install cocos2dx so you don't need to install any IDEs. Personally I used nvim so pretty much any editor works.

How to get going with Xamarin without compiling anything for iOS?

I am using Visual Studio 2015. I am trying to follow the basic tutorial of Xamarin from here
https://developer.xamarin.com/guides/xamarin-forms/getting-started/hello-xamarin-forms/quickstart/
When I get to the build part, I get problems, some of which because I don't have a Mac connected.
I only want to try things for now, and don't have any need for my app to work, or even compile for iOS, but still I want it to be written in Xamarin forms, just to learn how it works.
For Android, everything seems to compile, and my only physical device runs Android.
I would like to disable iOS and Windows build, and only remain with Android, and play around with that, and only later busy myself with Windows and iOS trouble.
How can I remain with only the portable and Android parts?
In VS and XS, you can right-click on a project in the solution and choose to either Unload or Delete. Unload is temporary, Delete is permanent.

Compile Android app to iOS

Is it possible to create a new iOS app with exsisting sources?
I am working with xamarin in Visual-Studio. I've got a project, an app that runs on Android devices. But can I make a new project for an iOS app with those existing sources? I have a Macbook that I can use to do this. I also have a PC with windows 10 on it. So the hardware/software requierments shouldn't be a problem.
Getting to the point..
Is it possible to transform the project from an Android app to an iOS app without writing any code extra? And how can I accomplish this, any tutorials that I can watch/read?
The code language is C#. The programs that I am using are Visual studio and the xamarin extention.
I've read something about Platform Abstraction and Divergent Implementation on the xamarin ducomentation page, but this couldn't fully answer my question.
Short answer: NO.
Long answer:
There are a quite a few cross platform developing tools out there. Xamarin, like the one you are using, or Cordova. They simplifies the development by "A LOT" but you can't just convert one app to another without writing 0 code. Some of the libraries in one platform do not exist in the other. So, the long answer is that cross platform shortens the development cycle as you do not need to start from scratch on other platform, that does not mean it can completely convert.
P.S. Youtube is your friend, but the difficulty of the transformation solely depends on the scope of your project, as they vary a lot.
I second the other answers.
Furthermore, I'd like to propose to have a look at Flutter.
Flutter is based on Dart language . The framework and your application get compiled from Dart to the Android and the iOS target platform.
Flutter is a product of Google and likely to get the base development environment for Fuchsia, a new OS from Google.
My own experiments with Xaramin ended up kind of frustrating. The development was slow, several times problems with Xamarin itself or plugins made me stop the effort.
At the other side, I created an app with Flutter quite fast. While Dart and Futures might seem at first quite different compared to other concepts/languages, after some time things turn out to be very natural and well designed.
While Flutter originally was based on Material design, Google added an iOS theme using CupertinoWidget.
A simply great feature is the enormous quick development turnaround time: The app under development very ofter adopts within just a second your source-code changes. Flutter/Dart hot reloads changed classes often instantly.
Android Studio is a great and free IDE for Flutter development. Plugins enhance to IDE with Flutter development tasks.
If you have android application written in Java you can use Migeran Analyzer to understand how much % of the code could be reused between android and iOS: https://analyzer.migeran.com/
Once you have the % you can use Intel Multi-OS Engine (free product) to create cross-platform application in Java: https://software.intel.com/en-us/multi-os-engine. It will have module with cross-platform shared code, android specific code module and iOS specific code module

Cocos2d-x cross platform game development

I want to make a game with my friends on iOs, Android, WP operating systems. We decided to use a cocos2d-x and develop the core of the game on C++. What will be the right way of developing so that we can write the game all together simultaneously but just build the project differently on every platform. We thought of writing the core of the game in C++ in Visual Studio, but there is the problem: How can we test it fast on every platform? How people usually develop multi-platform projects?. Also we would really like to hear some recommendations about the source controlling of the whole project. Thank you in advance.
Best way to develop a game on Cocos 2Dx is to
Develop Complete Game for one platform most probably iOS or Windows.
Port your game to other platforms.Fix minor bugs that occurs.
You can use GitHub to Work in groups.
Make sure you test your apps on devices because some features are
platform specific like ads etc.
For source control you have several options such as Git or SVN. Personally I quite like Git as it doesn't require a central server as it is peer to peer. That means if it all goes wrong with your host you still have a full copy. In terms of good and repository hosting I would take a look at https://bitbucket.org/
To test on iOS I believe you'd better got a Mac instead of windows box.

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