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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.
Related
This question already has answers here:
How can I develop for iPhone using a Windows development machine?
(42 answers)
Closed 6 years ago.
I'm interested in learning IOS programming but at the moment i do not have access to a Macintosh system. Just wondering if there is an equivalent of IOS SDK for Windows? I do have an iphone though :)
You can check out GNUStep which is a cross-platform objective-c API that you can work with on windows. Not exactly the same, but you can at least get your feet wet in working with objective-c and cocoa-like objects.
You need a Mac to get started with iOS development. However, you could google "Hackintosh" and try to install Mac OSX on your windows laptop, which will enable you to install XCode and later iOS Development.
Yes, there are indeed development platforms on windows for the iPhone and iPad. The usually do not support the native iOS language: objective-c. However, most of them to allow you to build and or deploy onto iOS through some method or other. Here are a few recommendations:
DragonFire SDK. It is currently only for game development, but if you're really determined you can make a non-game app simply by adding UI elements programmatically (however this can be very painful). Dragon Fire SDK runs on Windows XP, Vista and 7. It costs a bit of money to be get full features from the SDK and submit to the AppStore. Here is the link: http://www.dragonfiresdk.com I have used it before, it works wonders. You can develop for the iPhone or iPad and it's all in C/C++. It comes with examples and help files too.
Stencyl. This is a simple and easy to use Game IDE that allows you to deploy your 2D games onto multiple platforms: Windows, Mac OSX, iOS, etc. STencyl requires no coding, however if you pay for the full version you can add your own objective-c or flash code. Here's the link: http://www.stencyl.com
Unity. Unity 3D is a very complex and very high end (in other words, expensive) game IDE and engine that lets you build 3D games for any platform (almost any, ex. iOS, OSX, Windows, Xbox, Wii, Playstation, Android, Linux). Unity costs (on the cheaper end) $1500... so this is probably not the best solution if you don't have the money to buy a Mac which is around the same price. However, if you're looking for one of the best Game Engines and IDEs with options to distribute to literally every platform, you may want to check it out: http://unity3d.com
All in all, DragonFire SDK is probably your best bet. It gives you the most flexibility on your PC for the price and it doesn't take a huge learning curve. I tried DragonFire before getting my Mac or knowing about iOS Development. And I had a simple guitar app up and running with DragonFire in an hour or so using my prior C++ knowledge.
If you aren't looking for a development platform, try out GNUStep to get a basic understanding of Obj-C. You could also look into building a "Hackintosh".
The best way to build iOS applications on a Windows machine is with the Adobe AIR packager for iOS. No, it isn't programming with the iOS SDK - but the current best-selling application in the App Store games category (Mechanarium) was built with it.
http://blogs.adobe.com/flashplayer/2011/06/adobe-air-2-7-now-available-ios-apps-4x-faster.html
I'm looking at writing an application that I would like to use on Windows, OSX, and iOS (maybe pushing into Android if other people want to use it). I want to duplicate as little work as possible and I'm having a hard time finding information on the best way to do this.
From what I've found so far I can't use a framework like QT because iOS doesn't support QT so it looks like I'm stuck recreating the interface for each target. I'm looking at writing the business logic in C++ because it seems to be supported by the native tools (Visual Studio and xCode).
Has anyone had experience with a setup like this and if so can you point me towards a good reference for this kind of development?
Really there it not a lot of choice right now. Qt is certainly coming to iOS and WP7 so C++ is a good solid evolving platform.
However there is also the mono project which offers C# across platforms.
http://xamarin.com/monoforandroid
From my understanding, you write in c# and it compiles to the platforms preferred language.
What GUI toolkit does Valve use for Steam? Is it Qt? I am interested in using the same toolkit for a project.
According to Valve itself:
"VGUI is Valve's proprietary Graphical User Interface. All Source and Steam applications use VGUI to draw windows, dialogs and menus. It also handles localization: the displaying of text in the user's preferred language. "
That's interesting, maybe if you guys do some research you can have it working in your programming language. I'll download the SDK to see if I can make it work with Java :)
http://developer.valvesoftware.com/wiki/VGUI_Documentation
Having had experience with the Source engine I know that Valve have an library called VGUI which they use for all their games and many of their tools (when in game the library sits on top of the Source renderer, when in tools it sits on top of the Windows API I believe). Although I can’t answer the question with 100% certainty I suspect that this is what they use for Steam as well (I seem to recall some Steam updates that mentioned VGUI) – I would be surprised if the new beta uses a different library.
Even if it is not using VGUI, given what I know of Valve I would think they will have written something else entirely in-house.
So, it is (almost certainly) proprietary and highly unlikely to ever be available for third party use (unless you have the funds to buy a Source engine license).
Steam only runs on Windows and predates QT for Windows, so I'd have to guess something else.
Since Steam has had the same GUI since 2003, chances are it uses some variant of MFC. It also uses an embedded Internet Explorer web browser for its Store and Community sections.
However, I can't give any guarantees about what the version currently in Beta uses. It looks quite a bit different and includs the Webkit rendering engine instead of using IE. It may use Webkit for everything rather than drawing their own GUIs.
Does this answer the question?
http://games.slashdot.org/story/10/02/25/0640233/Steam-UI-Update-Beta-Drops-IE-Rendering-For-WebKit
I've been doing web development for about six years now, and somehow have entirely avoided ever developing a desktop application.
I am considering writing a desktop application (I'm thinking something similar to a Word clone) on Linux but have no idea where to start. I hear of Qt and GTK+, but I'm curious if there are any frameworks that are similar to web development. Language isn't a problem, as long as it isn't Java.
You really want to go with Qt these days. Both Nokia and Intel are now pushing it as the main GUI in their new distro Meego. This means, if you are using Qt, you'll be able to target all their platforms (both desktop, embedded and phone domain), including all the platforms already supported by Qt.
Qt also comes with a GUI Designer and an IDE which will support you in the whole process, and soon there will be QML, which is a declarative UI language, for even more rapid development of apps.
Take a look here:
http://qt.nokia.com/products
http://www.youtube.com/watch?v=U7IgwNrcln8
http://www.youtube.com/watch?v=xoo_Ows1ExU
http://www.youtube.com/watch?v=Fr5FuGhTqm8
GTK+ and QT are GUI frameworks. They use xlib under the hood and encapsulate the nuances of xlib and provide you with an easier interface.
For rapid development you can use GLADE and quickly build GUI applications in C/C++.
Check out wxWidgets, it's another framework that is usually compared with Qt & GTK+
Go for Qt. And, if you are webdev, you will find in QML one of the best instruments EVER.
It has:
A Declarative approach to UI definition and Graphics elements Behavious/Animations
It's cool and simple at the same time
For now is only available in a couple of (old) binary drops, or by clone-compiling qt.gitorious.com/qt, branch ">4.7"
If you don't have to release today, but do you have time to develop and test, then QML should be "stable" by end H1 2010. If I got the schedule right ;-)
I'm a Windows (native, not .NET) programmer and I'd like to port an application to the Mac.
Actually, I believe it will be more of a rewrite, as the original depends on many activex controls.
As I have never used a Mac in my entire life, I'll need some guidance. O:-)
a) What book(s) would you recommend to make the move from Win32 to Mac OS?
b) Is there anything similar to Delphi (RAD) for the Mac?
c) Can anyone recommend (or not) Lispworks (www.lispworks.com)?
d) Is there anything similar to the Windows market of 3rd party COM components (so I don't have to write everything)?
e) Anything else I should be aware of the Mac market?
f) Oh, BTW, what Mac should I buy? O:-) (must be a laptop)
Thanks in advance
I've taught Cocoa programming to several Windows-experienced programmers. You may find a previous post on the subject useful.
Cocoa is a very different way of thinking then MFC and its kin. You will do much, much better if you take the time to learn how Cocoa approaches things and adapt to its mindset rather than trying to find the quickest way to implement your current way of thinking in ObjC. It is possible to write MFC-style code for Mac, but you will always be fighting the framework if you do. I've seen a lot of Windows developers struggle with this.
The best book to learn Cocoa is Cocoa Programming for Mac OS X. Assuming you are a C++ developer with a solid OOP background, this is the book to start with. If you have limited Object Oriented background, then start with Programming Objective-C 2.0.
You would be amazed how fast Objective-C can be to code once you understand the patterns. It really can be stunning compared to C++ in my experience. There are more RAD-like systems like REALbasic, and you can develop Cocoa apps in Ruby now which can be a bit quicker. But there really is no substitute in the Mac market for ObjC. It's hard to make an app that works like a Mac app without using the Mac frameworks, and Mac users tend to be much fussier about such things than Windows users.
I have no background in LispWorks, but LISP seems a terrible language for developing the kind of rich UIs that Mac apps are known for. I like LISP (quite a lot actually), but Functional Programming's "no side effects" philosophy seems at odds with most rich UI goals (especially as the Mac UI becomes more and more animation-centric). If anything, Mac programming is moving towards Declarative rather than Functional programming (Core Animation and Grand Central Dispatch have a lot of Declarative concepts creeping in).
There is not as large a third-party component market as there is for Windows. Some of this is because Cocoa already provides such a rich set of components, which MFC does not, and because well-behaved Mac apps are expected to use those components so that you work like all other Mac apps. There is definitely little market for commercial components in the vein of RadControls for .NET (very nice toolkit, that one). But there are quite a few nice free components out there with flexible licenses (generally MIT-based). A few of my favorites:
Positive Spin Media's excellent tabbar control
OmniGroup's frameworks (though I never use them "as is;" they're better used as examples of how to do things)
Growl
Sparkle
RegexKit
CocoaDev's ObjectLibrary list of other stuff
As I mentioned before, Mac users are picky about their UI. Much, much more so than Windows users. They expect things to be polished, and they expect things to integrate with all the little things that make Macs nice. That means drag-and-drop, Spotlight, services, Applescript, Expose, QuickLook, integrated spelling check, etc. etc. It's very hard to do all these things right if you don't use the built-in frameworks. That's why I recommend new Mac developers start at the beginning and learn the frameworks.
For a Mac, if you have a bunch of hardware lying around (like keyboards and monitors), then a Mac Mini is a nice cheap box. iMacs are great if you want an all-in-one, and any MacBook is appropriate if you like portability. There is no Mac on the market today that is not a perfectly fine development box. Obviously if you do a lot of work, an 8-core Mac Pro makes compiling much faster, but I've done a lot of professional development on a 13" MacBook. If you want to get in as cheaply as possible, look for refurbished or used (I love my refurbished Mac Mini). Any Intel-based Mac is going to be fine for development, at least while you're getting started.
If you are familiar with C, you may want to learn Objective C since that is the Macs "native" programming language. It's also what you have to use to write iPhone applications. Cocoa is Apple's primary API that will have a lot of the tools you are looking for.
a) Read this thread for book recommendations: https://stackoverflow.com/questions/7571/cocoa-and-objective-c-resources
b) Apple makes Xcode for developing in. There are certainly better ones out there, but it's not bad.
d) Cocoa is Apple's main API, which provides "core" services like CFNetwork for networking. There is also core data, core audio, core animation, core image, core location,... Underneath it all, OSX is Unix, so you have access to many unix/linux libs.
e) The iPhone is a big part of the Mac market. The iPhone and OSX development environments are not that different, so you can learn both.
f) Any Mac is sufficient for most development. If you want a laptop, it's really a question of screen size and price. But I would recommend at least a 15 inch screen. You don't need to spend extra for a faster CPU, but you may want to get a larger hard drive.
If you've done your native Windows programming in C and/or C++, you may have an easier time migrating your application to C#/.Net, and then running it in Mac using Mono. At least some of the available third-party .Net components will run on Mono (see http://www.mono-project.com/Third_Party_Controls_Status).
I have no idea what Mac you should buy - I recommend getting one of the pretty ones.
a) ...
b) You could use Python coupled with wxPython and be cross platform. Python is included by default with Mac OS X.
c) ...
d) I'm sure there is, but I can't tell you more. If you use Python, you get tons of third party libraries for free.
e) They don't take kindly alien GUI guidelines:
Word 6.0, launched in 1993, is widely considered to be the worst version of Word ever for the Mac, as it was based on the same codebase as Word 6.0 for Windows. That meant that it looked and worked more like Windows software than a Macintosh program. Mac users were so up in arms that Microsoft actually released a Word 5.1 downgrade to unhappy Word 6.0 owners.
f) Mostly any iMac will be good enough for programming. Choose the one that you like the most and has lots of RAM.
e) Its a small market.
f) An iMac. Edit: since it says laptop - Macbook Pro 13 is a great deal.