I'm trying to get into mobile game development with Xamarin; I am using OpenTK for rendering.
My plan is the following:
1. Make a shared library that is actually the game (and has all openTK code).
2. Make a a runnable project for iOS and Android that handles platform specific stuff (e.g. popping up alerts) and uses my shared library.
Is this possible with openTK? Does it have exactly the same API on iOS and on Android, just the linked library is different? If yes, how to avoid code duplication?
Your approach sounds very reasonable and will work with a little bit of effort.
The reason is that Xamarin.Android and Xamarin.iOS were forked from an alpha version of the library and have evolved slightly different APIs. Much of the OpenGL ES binding is identical, but some functions have annoying (and unnecessary) differences that you will need to #ifdef in your shared library.
The good news is that the Xamarin fork of OpenTK has now been open-sourced, so we are actively working towards a solution. I already have a private build of library that exposes an identical OpenGL ES API between Android and desktop platforms[1] and I'm working on fixing the differences between the iOS and Android versions.
You can follow the development of OpenTK in the official github repository.
[1] You can execute OpenGL ES code on the desktop using ANGLE or the ARB_ES2_compatibility and ARB_ES3_compatibility extensions. This makes OpenGL ES the first graphics API to work across all major platforms (Windows, Linux, Mac, Android, iOS - and hopefully WinPhone in the future.)
Related
I am thinking about buying a DJI Mavic pro Drone to develop my own scripts for Deep learning tests like autonomous flights, object recognition, and a lot more.
I want to know which libraries or SDK are out there to do this and what kind of programming languages it requires to do so?
I know some cheap drones allow you to program scripts in Python or many different languages and also you can change prewritten functions of their SDK, but what about DJI?
All SDKs and documentation are available here: http://developer.dji.com/mobile-sdk/
For Mavic Pro, we support iOS and Android and we have for both an SDK with all controls you might want along with a VideoPreviewer for handling the video feed and a UILibrary for drone-specific app UI objects.
For languages:
iOS: Objective-C, Swift or C++ will work fine.
Android: Java.
Finally if you are interested in object recognition, check out this project:
https://github.com/game-of-drones/dji-mobilesdk-vision
For a Mavic I think it would have to be iOS or Android
http://developer.dji.com/mobile-sdk/
We have an android application and want to recreate it for cross platform.
What are the facts for or against Xamarin native and forms?
The advantage of native would be, we could reuse all the xml-layouts while we have to recreate the iOS view in either XAML or XIB?
Is there anything what is really a blocker?
I'll comment based on Giorgi's answer with some actual insight and refer to the copied bullet points:
This is a resume of the experience i've gathered in the past 6 months:
Xamarin.Forms is best for:
Apps that require little platform-specific functionality
Wrong. With DI you can use any device functionality you could possibly want. Check out XLabs on GitHub if you doubt this.
Apps where code sharing is more important than custom UI
Kind of nonsense really. You can write your own renderers to represent controls of each platform in the way you want. I've also written more difficult renderers for custom controls such as a SideDrawer. In android i was done in 2 days, iOS about 2 weeks (android renderer was just a wrapper for the native control)
Developers comfortable with XAML
well yeah and anyone who enjoys convenient UI development. Mind you that there is a learning curve with xaml (which i already knew at the time i started from WPF development). But from what i have seen it's not that different from android.
Xamarin.iOS & Xamarin.Android are best for:
Apps with interactions that require native behavior
While hacking your solution up natively is certainly faster you can instead be done rather quick if purchase good controls / know a good native implementation and mirror it in C#, since the API in C# is very similar to the native one.
Apps that use many platform-specific APIs
Not sure why Xamarin is doing anti advertisement against forms. I had little trouble with it so far
Apps where custom UI is more important than
code sharing
Probably true, but it's also harder to keep UI functionality inline and you will need more manpower.
Things to consider about forms:
Forms seems to be stabilizing at the moment and i am sure Microsoft will do their best to turn it into a solid, reliable product (build issues have been a nightmare in the past sometimes, but it has gotten better over time)
The XAML for Xamarin is less developed compared to WPF XAML, though very similar. Recent nuget updates however provide mirrored functionality at an impressive rate. The vast majority of features you expect and love about XAML are present.
List performance is bad if you don't do your research (here). Performance increased loads in that area.
If i had to make the choice again i'd still go for forms. While there are sometimes things which seem flawed / bad you can usually figure out a clean fix somehow, while spending most of your time actually developing the app. (sometimes you will still find things which just make you frown why something isn't implemented, like the Margin property being implemented only just after microsoft purchased xamarin)
If you end up having a requirement of nested lists, make sure to have a look at embeded native controls in order to achieve the maximum performance - this was essential for a product i was working at. See this
According to Xamarin.Forms main page:
Xamarin.Forms is best for:
Apps that require little platform-specific functionality
Apps where code sharing is more important than custom UI
Developers comfortable with XAML
Xamarin.iOS & Xamarin.Android are best for:
Apps with interactions that require native behavior
Apps that use many platform-specific APIs
Apps where custom UI is more important than code sharing
Giorgis answer is the right one, but since you added some more constraints here are my thoughts.
I would analyze the current app. How much code is business logic which can be shared? How customized is the UI, should it look more native or more the same and how will it change in the future? If you plan to change a lot in UI and platforms should look similar, it might be easier to switch to forms.
Also consider if are you planning to develop for Windows Phone? If yes, you might save a lot of time just for this third platform.
After all there is one thing which I would also keep in mind. Developing in Xamarin.Forms does not mean, you cannot develop native. It is just an additional framework. In worst case you can still do everything natively.
Personally I use Xamarin.iOS & Xamarin.Android with MvvmCross, that way I can keep full control of the native UI on each platform while maximizing code reuse.
From Xamarin website (who knows better than them?):
Xamarin.Forms is best for:
Data entry apps
Prototypes and proofs-of-concept
Apps that require little platform-specific functionality
Apps where code sharing is more important than custom UI
[https://developer.xamarin.com/guides/xamarin-forms/]
With Xamarin.Forms at runtime, each page and its controls are mapped to platform-specific native user interface elements.
With Native Xamarin.Android and Xamarin.iOS apps leverage platform-specific hardware acceleration, and are compiled for native performance. This can’t be achieved with solutions that interpret code at runtime.
"Xamarin.iOS - The best way to build native iOS apps."
Ship native app bundles on the App Store. Our Ahead-of-Time (AOT) compiler compiles Xamarin.iOS apps directly to native ARM assembly
code, meaning your app is a native platform binary.
Access any iOS API. We bring 100% of Apple’s iOS SDK to C#, enhancing Objective-C APIs with stronger types and .NET naming
conventions so you feel right at home.
Call existing Objective-C code from C#. Use your existing Objective-C code, frameworks, and custom controls in your Xamarin app
using our automatic binding generator.
Build WatchKit apps. Use Xamarin Studio or Visual Studio to build new Watch Apps, edit Watch user interfaces in the iOS Designer, and
debug Watch apps in the iOS Simulator.
Stay up-to-date with Apple. We released same-day support for iOS 5, iOS 6, iOS 7, and iOS 8 so your apps can take advantage of the
latest iOS features as soon as possible.
[https://www.xamarin.com/platform]
"Xamarin.Android - The best way to build native Android apps."
Ship native Android packages. Xamarin.Android uses just-in-time compilation for sophisticated runtime optimization of your app’s
performance, meaning your app is a native Android APK.
Access any Android API, including new form factors. We bring 100% of Google’s Android APIs to C#, enhancing Java APIs with async support
and .NET naming conventions so you feel right at home.
Call existing Java code from C#. Use your existing Java code, frameworks, and custom controls in your Xamarin app using our
automatic binding generator.
Build Android Wear apps. With access to 100% API support for Android Wear, create full-featured applications capable of running on
Android Wear devices. Stay up-to-date with Android. Xamarin stays
up-to-date with the most current APIs from Google, so you can always
use the latest features in your apps.
[https://www.xamarin.com/platform]
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I've worked for some time with Corona SDK and love how fast and easy I can create powerful apps using Lua. But it can only compile for iOS and Android, which feels like too little now.
My main interest is for it to be able to compile to Desktop AND Mobile. At least for the following:
Windows + Mac for desktop, as standalone applications.
iOS + Android for mobile.
I'd prefer it to lean more towards Lua type scripting instead of ActionScript, but please feel free to post anything that you have worked with and love.
I've found the following engines so far:
Marmalade Quick - After further looking into it, Marmalade Quick can only build for Mobile!
IwGame - Works on top of marmalade and says it can deploy to
desktop and mobile with Lua. Any info is greatly appreciated on this
sio2 - Says "SIO2 is an OpenGLES based cross-platform 2D and 3D
game engine for iOS, Android, MacOS and Windows" and "The engine also
allows you to port your game on the Mac Store and on Windows.", but
their forum and web title is "Game Engine for Mobile Devices". Can't
find any info on if it can deploy to desktop platforms, any info is
greatly appreciated again.
Loom Engine - Loom is similar to Haxe + OpenFL (attempts to attract Flash developers) in that it uses AS3-like of ECMAScript, but it doesn't build native code from it. However it uses Cocos2D for rendering so it should in theory be as fast as Cocos2D. -- Thanks to Bojan.
SDL - I've read in multiple places that SDL can deploy to nearly any platform or device and has a Lua binding. But i can't find how this works as it's not an engine. Any one who can explain how it works and if it's possible is once again, very much appreciated.
SFML - "Windows, Linux, Mac OS X and soon Android & iOS. " doesn't use Lua but can use other languages like Java and Python etc. Anyone have any information on this?
Torgue2D - "Torque 2D was developed with OS X, Windows, and iOS devices in mind and works equally well on all the platforms." uses TorgueScript and no Android =(
Sencha - Seems to compile to all platforms, uses Javascript too which I know. But even with V8 JS would this work well performance wise compared to other options?
GameMaker - own scripting language GML and I actually remember this one as a tool for non-programmers. Has it actually grown into a real engine, I mean for serious development?
Construct2 - Same question as gamemaker
Corona - Lua but mobile only (Android and iOS only as well)
Cocos2D - Seems like it has lots of options but not sure with the same language? Seems like you'd have to re-write your entire code. Any info if cocos2D can deploy to desktop + mobile with almost the same code would be greatly appreciated.
Angel2D - Says it can deploy to everything except Android and uses Lua, anyone ever used this one before?
libgdx --- I've only seen good things about this. Here is a benchmark test for libgdx and is where I saw it reaching 40k sprites at 60fps. http://www.sparkrift.com/2012/1/love2d-vs-allegro-vs-clanlib-vs-libgdx-vs-cocos2d-x-vs-monogame-vs-xna-vs-sfml . It seems libgdx barely goes over 30k actually. But still seems amazing. This is on the same level as Qt for me, almost perfect, except I'm not really worried about performance on it. libgdx can build for everything pretty much.
XNA + MonoGame --- MonoGame's performance seems only slightly lower than libgdx, can build to most platforms. However I don't know much about XNA and I heard it won't be receiving future updates, but is quite stable? More information is welcome.
Citrus --- Don't have much information on Citrus either. AS3 game engine that can build for iOS, Android, Windows, Mac and more.
Haxe + OpenFL --- OpenFL (Haxe) builds to native on many platforms, not just to Flash. Windows, Mac, Linux and Android all get optional native deployment or OpenFL runtime called Neko which is in theory faster than Flash, and SDL 2.0 will enable iOS deployment soon(ish). -- Thanks to Bojan.
Qt-Project --- Just linking Qt project here, can build for everything and has a pretty big community with lots of third party libraries to help you even further.
Moai ---The only Lua engine that I know that can build for Desktop and Mobile. Only downside is the community isn't that big and documentation isn't the best. But if you can get passed those this is a great solution and the one I'm currently using.
Adobe --- Can't forget to add adobe here since it can build to everything that supports flash.
Unity3D --- Recently announced 2D integration looks very promising, should be released Q3-Q4 of 2013.
Cocos2d-x --- An open source engine. Supports JS, Lua, C++ and multiple platforms.
Html5 --- There seem to be a lot of emphasise on html5 mobile apps, here are just a few tools I found that can help port your html5 project to a platform:
Chromium embedded
Sencha
Phonegap
Appcelerator/Titanium
Icenium
So, I'd be happy if you could comment from your experiences with any engines and suggest which one you would recommend.
Thank you for your help!
EDIT: Since this topic is getting popular I'll be adding other options I've found over time. I suggest you choose what is most familiar to you and best for your project needs.
I would recommend V-Play (v-play.net) - it's a cross-platform game engine based on Qt for iOS, Android, Symbian, MeeGo, Blackberry10 and also can export for native desktop applications for Windows, Mac and Linux.
It's based on C++ but has a neat scripting support for QML & JavaScript. QML is a no-brainer to learn and can boost your productivity as less code is needed - just see the comparison with cocos2d-x(60% less Loc) or Corona(15% less LoC) for a comparison of the same games.
(Disclaimer: I'm one of the guys behind V-Play)
If you are into using Python, Kivy is a great solution these days. It compiles to all the platforms you ask for:
Kivy is running on Linux, Windows, MacOSX, Android and IOS. You can
run the same code on all supported platforms. It can use natively most
inputs protocols and devices like WM_Touch, WM_Pen, Mac OS X Trackpad
and Magic Mouse, Mtdev, Linux Kernel HID, TUIO. A multi-touch mouse
simulator is included.
Kivy uses lots of optimized code for graphics rendering (via Cython) so it is fast too.
Here is a speakerdeck that gives you some background and an overview (android specific).
How about HaxeFlixel? We have a great selection of demos, and of course support cross platform development via Haxe + OpenFL. This is an open source project hosted on GitHub. We support all major platforms (including iOS).
Here is my game framework Oxygine.
It is open source modern hardware accelerated 2D C++ framework for mobile and PC platforms.
Features: OpenGL(ES) 2, compressed textures, atlases, complex animations/tweens/sprites, scene graph, fonts, event handling, build tools, and others.
Can be built on top of SDL2 or Marmalade SDK.
In the basis of the engine there is a scene graph, that is similar to Flash one. To be short, You can call this as Flash for C++, but more comfortable and way faster. Initially it was developed for mobile platforms (iOS, Android), but can be also used for PC games.
No mention of App Game Kit (AGK) here so let me fill in the gap. It's a mainly 2D cross platform SDK allowing you to code once in either C++ or it's own "Basic" language. Version 2 just got over 400% funding on Kickstarter and will have full 3D support, Spine support (for 2D animated characters), bullet physics and whole bunch of other new features.
It already has Facebook, Twitter, a bunch of Ultrabook sensor commands, Box2D and more. I've been using it from the start and love it (can you tell?). No, I don't work for The Game Creators (the company that created it) although I admit I did do for a while making some apps.
One of the best features from my point of view is you can develop on Windows and broadcast from the IDE over Wi-Fi to any supported device, so while I'm coding I can (within seconds) test my code on iPad, Android, Windows, Mac or Blackberry Playbook.
If you have C# background. Have a look at Duality.
Duality is a flexible 2D game framework written entirely in C# –
and it’s here to make things a little easier for you. It provides both
an extensible game engine and a visual editor to match. There will be
no need for a level editor, testing environment or content manager
because Duality is all that by itself. And best of all: It’s free.
I'm just answering to give you some insights on how the SDL is used. As you said before it's not a game engine (it's just a library actually). Furthermore, it is not object oriented at all and you don't have some easy animation facilities (you have to code them by yourself).
How it works (I used the C version but I guess the Lua binding should be similar):
Include the headers needed to build the project on the platform you want.
Design your own game loop in which you will set up (at least) a whole event processing system, frame rate manager and a "screen cleaner (or updater)" (I'm insisting on the fact that you have to manually refresh your screen using the SDL_flip_screen routine which is something that is not one of your concerns at all with Corona).
Then, code your game using all the "mechanics" you made before.
The SDL is a low level library (don't expect to have an easy to use GUI framework or the storyboard framework of Corona for instance).
Finally, this library was used to port Civilization III to Linux, so yes it works but it will ask you a lot of energy to have something like you had with Corona ;)
PS: I am not a native English speaker, so please let me know if I wasn't clear :)
Gideros is a great Lua based 2d cross platforms engine, currently supporting both Android and IOS platforms, but more to come.
And it also has some great features as instant on device testing, auto scaling and auto image resolution to easily target various of screen sizes, as well as the option to extend each platform through native plugins.
You also have ShiVa3D, a serious competitor of Unity3D.
It uses Lua and supports many platforms from mobile to game consoles and web browsers.
Very intuitive to use and very nice UI to work with.
I've read places that Windows Phone 8 will not support OpenGL, and I'm unable to find anything useful in the SDK.
So am I or will I ever be able to use OpenGL (ES) in my Windows Phone 8 game? I have a game I would like not to rewrite completely to DirectX when porting.
Please cite good sources, the only thing I've found are speculations and blog posts with little to no information.
OpenGL isn't supported on WP8, but Direct 3D feature level 9_3 is supported. If you're looking to port over a game from OpenGL ES over to D3D have a look at the Angle Project. Angle Project helps bridge the gap between OpenGL ES 2.0 and D3D 9. It doesn't have WP8 targeting just yet and you'll have issues with runtime compile shaders not being supported on WP8, but Angle project is still a good first step.
Either way, for games portability with other platforms it's really best if you work with a middleware gaming framework such as MonoGame, Unity, Cocos2D, Havok, Marmalade, SharpDX, Ogre, Autodesk Scaleform or others. These engines will mostly handle cross platform support for you within their own framework (each with it's own limitations on code and assets portability).
If you already have an existing OpenGL game you want to port over to WP8, than Angle project if your best bet going forward. If you're just starting out creating a cross-platform portable game than choosing a gaming middleware framework that seems right for your game's needs is the way to go.
Marmalade does let you write OpenGL ES 2.0 code and make it work in Windows phone 8 without making you do anything
Check this for more details:
http://www.madewithmarmalade.com/windows-phone-8
Even if Windows Phone 8 supported OpenGL (which it doesn't), it would support OpenGL ES, not destkop OpenGL. Since it's for embedded platforms.
So that's no twice.
Gideros uses OpenGL and targets Windows RT/Phone graphics by means of a lightweight DX wrapper.
I'm tasked with "porting" a few apps from a Windows environment to various mobile platforms and Mac as well.
I plan on writing MVC patterned apps in which I write as many controllers as I can in some sort of universal library, probably in C or C++. Then writing the views in various choice languages (Objective C, Java, .NET, whatever) for the target OSes.
I've never attempted anything like this before, so my questions are: Is it possible to write and compile one library that can be used on iPhone, Android, Blackberry, Windows and Mac? Is it even wise to try this?
I understand that certain native methods simply won't be available on each platform.
You can create a library whose source code is portable, assuming that you properly abstract away any platform-dependent calls. You can't, however, create such a library, compile it, then use it anywhere; you'll have to compile it for each platform.
Your should take a look at the Mono Project. http://www.mono-project.com
...more specifically at :
MonoTouch: To develop iPhone applications in .NET
MonoDroid (BETA): To develop Android applications in .NET
Mono plugin for MeeGo: To develop MeeGo applications in .NET
And you know that you can develop on Windows Mobile in .NET already.
I've haven't found anything related to BlackBerry yet.
There are services like Rhomobile and Appcelerator which will allow you to do this sort of cross compiling.
I've never used either however.