about ios

Posted By: Dico

about ios - 09/18/12 20:15

why a8 engine cant publish games to ios or xbox 360 ?
Posted By: MasterQ32

Re: about ios - 09/18/12 21:03

because it's another processor architecture and lite-c is a x86 compiler (which means it can only compile code for x86-compatible 32 bit processors)
also you need other syscalls (stuff to say the operating system what to do) on other platforms
another point is that acknex is built on directX which isn't supported by the iphone or android
Posted By: Dico

Re: about ios - 09/18/12 22:45

what about xbox360 its based on directx
Posted By: Superku

Re: about ios - 09/19/12 00:18

No.
http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=355216&page=1
Posted By: jcl

Re: about ios - 09/19/12 11:05

We have no plans to support xbox360 at the moment. Next platform will be android, after that, ios.
Posted By: Rackscha

Re: about ios - 09/19/12 11:16

@JCL: looking forward for android. Please do your best to make it as flexible as possible(the android version).
Because next year, Ouya launches. Its an open Gamingconsole, which runs Android.
Everybody can develope and sell(as long as the developer provides at LEAST a free demo of the game). Launching 3dgs on this plattform might help, getting new customsers wink

Ofcourse, i dont mean that the android version has to launch at the same time, but it would be sad to notice that the 3dgs android build has major problems for adapting it to ouya.
Posted By: oliver2s

Re: about ios - 09/19/12 13:27

Originally Posted By: Rackscha
Because next year, Ouya launches. Its an open Gamingconsole, which runs Android.
Everybody can develope and sell(as long as the developer provides at LEAST a free demo of the game). Launching 3dgs on this plattform might help, getting new customsers wink


Looking forward to this too!
Posted By: Dico

Re: about ios - 09/19/12 19:27

JCL : u mean A9 engine will supporting Android
Posted By: Superku

Re: about ios - 09/19/12 20:29

No, A8. The Android plug-in will be a plug-in, that means it will be realized like Unity's iOS/ Android support (AFAIK), see here:
https://store.unity3d.com/
I assume the price for the A8 plug-in/ license will be noticeably lower, though.
Posted By: Dico

Re: about ios - 09/19/12 23:10

thanks Superku ,jcl & MasterQ32
Posted By: Benni003

Re: about ios - 11/20/13 17:01

Hey I just want to say that android support is so important. My partners asked me to use Unity3d because of this. I want to stay with 3d GameStudio. I like this engine!
Posted By: jcl

Re: about ios - 11/21/13 09:06

Thanks! We know about the importance of Android and phone support because that will be the platform for most casual games in the future.
Posted By: Quad

Re: about ios - 11/21/13 10:40

In fact that IS the platform for most causal games right now.
Posted By: Benni003

Re: about ios - 11/21/13 10:45

yes thank you. The 3d GameStudio is easy to use and a engine with much potencial for PC and also Android etc. Make this engine faster and keep the developement of new features... and this engine will be first choice for much more people laugh
Posted By: Dico

Re: about ios - 12/08/13 00:03

Maybe JCL forget us and went to develop zorro again laugh
Posted By: Benni003

Re: about ios - 12/10/13 19:55

Yes I think so tongue Its dangerous to stop the developement for such a long time in years of unity. smirk
If JCL don't really want to bring this engine forward he should make it open source. Then we would have many developers ^^ I think Blender is an good example... and it is professional laugh
Posted By: Nems

Re: about ios - 12/11/13 00:18

All platforms use browsers, so port your titles to browser based game play maybe?
Posted By: jcl

Re: about ios - 12/11/13 13:00

We can't make the software open source because a part of it is under license. But don't worry - development never stopped.
Posted By: WretchedSid

Re: about ios - 12/11/13 13:21

Originally Posted By: Benni003
If JCL don't really want to bring this engine forward he should make it open source. Then we would have many developers ^^

A year ago, I would've agreed with that statement. I'm a huge fan of open source, but the fact is that merely open sourcing something doesn't mean that you suddenly have an influx of developers. Depending on other open source developers should never ever be your sole strategy, that would be just plain dumb.

Also, you'd still need to coordinate the developers. Throw a bunch of random people at your code base and let them do whatever the fuck they want, and you suddenly end up with a terrible code base.

Originally Posted By: Benni003
I think Blender is an good example... and it is professional laugh

It's actually a very bad example. The same as Linux would've been a bad example. There are fantastic open source projects out there that are developed by great people, the whole GNU project for example, or the *BSD flavour of your choice, LLVM/Clang, Blender, Ogre...
You know what these projects have in common? An active community and good people high enough up the chain that lead the development. Take OpenBSD for example, a fantastic software project that brought us things like SSH, but it would've never been at the place where it currently is, if Theo de Raadt wasn't ruling it by force (and yes, I picked the most controversial project in this regard as example).

I doubt that JCL wants to become the babysitter of a bunch of developers who are to 99% wannabe developers that would commit atrocious code or try to refactor the whole code base on a whim because they felt like it and read a piece on altdevblogaday about how this cool new hipster concept that nets you 20% more performance in edge cases where the moon in 3/4th over the sun and a hen lay two golden eggs in the Himalaya.

But JCL would HAVE to be the babysitter, because one of the Gamestudios strongest points, backward compatibility, would be out the window before you are able to clone the repository. Also people implementing ten thousand edge case functions they need for one very specific task but that should totally be part of the engine.

Not to mention having to play support for famous question like:
How do I set up the build environment?
It says [dependency] couldn't be found by the linker. Your code sucks
Why are using tabs/spaces instead of space/tabs you dingdong?
I didn't read the license agreement, but it's okay if I sell it, right?

Also, preparing an existing and large code base to become open source takes a lot of time, a good lawyer that checks potential IP claims. Besides of the fact that JCL already said that they use licensed third party code.

[/endrant]
Posted By: Tempelbauer

Re: about ios - 12/14/13 17:01

Sid is right.

"development never stopped" - you can believe it or not, I still do. But after theres such a very long time without at least 1 minor release it feels for me like standing at a train station somewhere in the back province waiting for the train and it does not come. The only information you get is from the old keeper of the station saying "the train will come, donīt worry, itīs just delayed. It had to stop temporarily. An insane guy with a zorro mask searched for gold nuggets directly on the railway. But now itīs on the run again". The other passengers leaving the station frustrated, theyīre fed up by waiting. And you start thinking if theyīre right
Posted By: Frederick_Lim

Re: about ios - 12/29/13 08:12

I didn't visit this forum for a long time. It's glad to know there is a mobile plug-in coming.

I have a question about the engine, does 3DGS has parent-child function? I found most 3D software has such feature, and I found it is not easy to "attach" child object to parent object in 3DGS.
Posted By: ventilator

Re: about ios - 08/18/14 22:35

Originally Posted By: jcl
We can't make the software open source because a part of it is under license. But don't worry - development never stopped.


what parts?
Posted By: jcl

Re: about ios - 08/19/14 08:53

The compiler, several loaders, and other parts.
Posted By: Quad

Re: about ios - 08/20/14 00:27

compiler part might be solved with llvm/clang
Posted By: Rackscha

Re: about ios - 08/20/14 10:17

@quad compiler part might be solved by getting rid of LiteC
Posted By: Michael_Schwarz

Re: about ios - 08/21/14 08:00

Nobody can understand the chinese comments anyway grin
Posted By: sivan

Re: about ios - 08/21/14 11:09

except google translator
Posted By: Dico

Re: about ios - 08/21/14 21:38

To let acknex export to ios , android , web :
Jcl must find way to translat acknex from directx to opengl es
then find way to export multitasking (wait) to other language like java
and make all librarys native to work in all platforms

(I think this like creating new engine from zero ^^)




Posted By: HeelX

Re: about ios - 08/24/14 13:34

I find it extremely annoying of being uncertain about the future for about almost 3 years now. Since A8.3 (October 2011) I saw very little progress and now major new features, and that is a fact. I am deeply disappointed.
Posted By: HeelX

Re: about ios - 08/24/14 13:36

Regarding the multi-platform / cross-platform support it is very unliked that I will every be able to go that way with Gamestudio, because it is more profitable to switch over to other things and start anew than waiting for the Android port which is considered to be "likely" to be followed by an iOS port.
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