Can I develop for iPhone using Windows?

Nibbie
Posts: 1
Joined: 2009.03
Post: #1
If not, how about using Virtual PC or VMWare?

Thanks..
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Moderator
Posts: 608
Joined: 2002.04
Moderator
Posts: 613
Joined: 2004.09
Post: #3
No you need a Mac.

Kyle Richter
DragonForged.com
Twitter: @kylerichter
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Member
Posts: 249
Joined: 2008.10
Post: #4
Yes, you can. I even I guess some companies use Windows to develop their games.

[Image: getattachment1aspxh.jpg]


[Image: getattachmentaspxzcg.jpg]



But you will need a MAC to compile the final iphone version of your program.
[*snip*] edited to remove discussion of Leopard license violation.

Anyway, I recommend you buy a cheap MAC, like a macbook or macmini. I bought a 2º hand macbook for 350 euros. But a macmini should be better.
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Member
Posts: 249
Joined: 2008.10
Post: #5
Josh Wrote:http://lmgtfy.com/?q=Can+I+develop+for+i...Windows%3F

I think I will send similar links to some friends.
Thanks a lot Wink
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Member
Posts: 32
Joined: 2008.10
Post: #6
I have developed a C++ cross-platform engine (Windows, Mac, iPhone, Haiku), and can do development under any platform. The final compilation needs to be done on the iPhone, as well as all performance tuning, testing, etc. My biggest problem is that I dont have accelerometer support on other platforms, so I just fudge it with numpad keys which send same input to game code.

99% of our development is with Visual Studio. Only one developer (me) actually has an iPhone.
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Member
Posts: 249
Joined: 2008.10
Post: #7
Josh Wrote:http://lmgtfy.com/?q=Can+I+develop+for+i...Windows%3F


Did you all realise the first link of that link is... This link!!!!

@smallstepforman: What are you using for events and windowing? Your own code (obviously different code on PC and iPhone) or are you using something like SDL?

Thanks.
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Member
Posts: 32
Joined: 2008.10
Post: #8
riruilo Wrote:@smallstepforman: What are you using for events and windowing? Your own code (obviously different code on PC and iPhone) or are you using something like SDL?
Thanks.

My engine uses it's own API. The respective platform feeds data to the game via the API. The platform specific code is only 2 files (less than 1% of the code).

Eg.

class YInputHandler
{
public:
virtual void KeyDown(Y_KEY aKey, bool down) {}
virtual bool MouseDown(Y_MOUSE_BUTTON button, bool down, float x, float y) {return true;}
virtual void MouseMoved(Y_MOUSE_BUTTON button, float x, float y) {}
virtual void MultiTouchMoved(float delta_x, float delta_y) {}
virtual void Accelerometer(float delta_x, float delta_y, float delta_z) {}
};

Obviously, the platform specific code grabs iPhone touches and forwards them to MouseDown/MouseMoved. I've also added code for the Windows XP host to allow simulating of MultiTouchMoved and Accelerometer. All objects which accept input (a game view or a GUI element) inherit from YInputHandler. Multiple inheritance is good.

Cheers.
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Member
Posts: 46
Joined: 2008.10
Post: #9
Josh Wrote:http://lmgtfy.com/?q=Can+I+develop+for+i...Windows%3F

Oh, my goodness... That's the first time I've actually bothered to check out the lmgtfy.com link, and that is freakin' hilarious. I knew the gist of the site, but the implementation is sheerly wonderful.

"Who's John Galt?"
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