Carlos Camacho
2003.04.17, 09:44 AM
I've been following this thread on the Mac-Game-Dev list and thought it would be good to post this message here for other people's benefit and some debate...
I just thought people might be interested to see what I've turned up re:
cross platform game dev options (on a budget).
After some research I can see a few options...
1. Java library as suggested. http://java-game-lib.sourceforge.net/
PROS: Easily cross-platform
CONS: Runs in JVM (as far as I can tell)
2. C++ with SDL/OpenGL/OpenAL/FMOD
PROS: Common format with plenty of source available.
CONS: IDE and compilation vary with the platform (Project
Builder/Emacs/VC++) - easiest solution seems to be to use the standard
"makefile" and install MinGW for compilation on Windows (Cygwin requires
distributed software to be under GPL).
3. GNUStep with SDL/OpenGL
PROS: PROGRAM IN COCOA!! (This seems good to me as I like the Obj-C syntax)
Use common IDE (Project Builder is available for GNUStep - they call
it ProjectCentre - Unfortunately it is quite behind the current incarnation
of PB)
CONS: Requires installation of GNUStep run-time environment to run binaries
- which can be an annoying addition. Also, Windows binaries are considered
"unstable", but may be moving to "stable".
3. OGRE/Crystal Space
PROS: Well developed/Researched Game engines.
Documentation
Source code
Relatively cross platform (Crystal Space is OS X/Lin & Win & PS2)
Good licences (LGPL)
CONS: No major cons.
I personally would like to use OGRE, due to high quality
documentation, but it may not support OS X yet and I might have to do
porting work there.
Possible bloat issues.
Salter, Adam Q
I just thought people might be interested to see what I've turned up re:
cross platform game dev options (on a budget).
After some research I can see a few options...
1. Java library as suggested. http://java-game-lib.sourceforge.net/
PROS: Easily cross-platform
CONS: Runs in JVM (as far as I can tell)
2. C++ with SDL/OpenGL/OpenAL/FMOD
PROS: Common format with plenty of source available.
CONS: IDE and compilation vary with the platform (Project
Builder/Emacs/VC++) - easiest solution seems to be to use the standard
"makefile" and install MinGW for compilation on Windows (Cygwin requires
distributed software to be under GPL).
3. GNUStep with SDL/OpenGL
PROS: PROGRAM IN COCOA!! (This seems good to me as I like the Obj-C syntax)
Use common IDE (Project Builder is available for GNUStep - they call
it ProjectCentre - Unfortunately it is quite behind the current incarnation
of PB)
CONS: Requires installation of GNUStep run-time environment to run binaries
- which can be an annoying addition. Also, Windows binaries are considered
"unstable", but may be moving to "stable".
3. OGRE/Crystal Space
PROS: Well developed/Researched Game engines.
Documentation
Source code
Relatively cross platform (Crystal Space is OS X/Lin & Win & PS2)
Good licences (LGPL)
CONS: No major cons.
I personally would like to use OGRE, due to high quality
documentation, but it may not support OS X yet and I might have to do
porting work there.
Possible bloat issues.
Salter, Adam Q