developing games on windows?

Discussion in 'Public Game Developers Forum' started by mflc, Dec 3, 2009.

  1. smasher

    smasher Active Member

    Aug 6, 2009
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    I believe Unity has a special "iPhone editor" that only runs on the Mac, and doesn't open projects saved on the regular PC version.

    With ShiVa you can create and preview an iPhone project with the Windows editor; you still need a mac to test on the iPhone and to create the app file for distribution though. But you could conceivably publish your app on the app store *and* put a playable demo on you web site with ShiVa.
     
  2. DigY

    DigY Well-Known Member

    Mar 12, 2009
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    We are developing all our games on Windows (thanks to POWERVR SDK available for win32).
    We have a application layer which is written for win32 and MacOS.
    Then simply write games on Win32, commit, checkout on Mac and compile.
    Btw, all is done in C++.
    MacOS App layer on ObjC, just transfers into C++ in update func.
     
  3. KevinIB

    KevinIB Member

    Sep 15, 2009
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    Software Engineer, www.IdealBinary.com
    Ireland
    Like most developers coming from a PC background, we also do almost all our work in Windows (Visual Studio) using the PVR emulation layer.

    We have a system layer in our engine (UtopiaGL) that completely shields the client code from the platform, so we don't notice any real platform specifics when writing code. We do our handset testing using XCode of course. Interestingly, we hardly use the iPhone simulator at all. I find it pretty slow for any kind of heavy 3D. I get a clean 60fps all the time on our PC build, which makes recording video a whole lot more pleasant. Obviously, this applies to projects that don't need to mix in UIKit stuff etc. There are some challenges per App to do with input (like simulating the accelerometer), but it's pretty painless.
     
  4. dogmeat

    dogmeat Well-Known Member

    Apr 6, 2009
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    Information Security Engineer
    San Francisco, CA
    i'd rather write games in sudo code, if somehow they would compile into something useful :)
     
  5. ultimo

    ultimo Well-Known Member

    May 5, 2009
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    So many friggin Options, but has to go thru a mac, no wonder the Mac sales went up :rolleyes:

    "If" one makes somethin on a Hackintosh, can Apple tell if it was made on it? :confused:
     
  6. mobile1up

    mobile1up Well-Known Member

    Nov 6, 2008
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    Technical Director
    Munich, Germany
    no. but you need at least 10.5.2 - for the latest version of codesign tools.
     
  7. Twitchfactor

    Twitchfactor Well-Known Member

    Apr 27, 2009
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    25+ Year Game Developer
    Somewhere between Genius & Insanity
    Repeat after me; UNITY. It's proven and runs pretty-much the same on PC & Mac. Eventually, you'll have to go to your Mac, to deploy, but you can prototype using Unity on WinBlows or the Crapintosh (I'm platform agnostic, so I'll slam them both, thank you... ;) ).

    I do all my modeling, texturing and audio development on my PC, then code, build and test on my Mac. I have a local network where my files reside that both machines pull from and there you go. This works fine, but I am a one-man-show, so I'm not sure if it would work for everyone.
     
  8. Flickitty

    Flickitty Well-Known Member

    Oct 14, 2009
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    iPhone Dev
    Unity is a 3D engine, which is overkill for most games. I'm one of those people that thinks that 3D is merely a tool and should only be used when it is necessary.

    Unity does use a standard scripting language (JavaScript), however I am not a fan of using an IDE/UI for this type of development. I know when I need to link a script to a friggin cube, I don't need a dropdown box to help me.

    Unity suffers from overkill, much like Torque (which is why I ultimately dropped it). It's a good solid engine, it just doesn't suit my needs.
     
  9. EssentialParadox

    EssentialParadox Well-Known Member

    Sep 21, 2009
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    UK / Toronto
    LOL. I doubt it's all down to wannabe App store developers. :)
     

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