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Good engine/sdk for Linux/Win/Android dev?


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#1 thabersack   Members   -  Reputation: 122

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Posted 27 March 2012 - 09:18 PM

I need help choosing a good 2D gaming engine/SDK.

The challenge is I want to develop for Windows/Linux/Android. Mac/iOS would be nice, but not necessary. I am okay even with the same resolution for all three platforms (480x800). Ideally, an engine that could do all three would be ideal, but it seems Android events need some sort of refactoring (clicks to touch actions).

Any ideas? I've found Love and ClanLib, but that leaves the Android component out of it. Another option would be a good way to export the majority of ClanLib-created game content to Android. Any help would be appreciated. Thanks.
Python guy tinkering with game dev.

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#2 mdwh   Members   -  Reputation: 874

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Posted 23 April 2012 - 07:15 AM

I'm using Qt for Windows/Linux/Symbian/Android 2D game development - it's not a toolkit often associated with games, but as a full application toolkit it does the job (including some higher level functionality for graphics than say you'd get with SDL).

Qt for Android is an unofficial port, but already works for deploying to Google Play, and IMO is actually already easier to use than faffing around with the official Google NDK.
http://erebusrpg.sourceforge.net/ - Erebus, Open Source RPG for Windows/Linux/Android
http://homepage.ntlworld.com/mark.harman/conquests.html - Conquests, Open Source Civ-like Game for Windows/Linux

#3 dmatter   Crossbones+   -  Reputation: 3092

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Posted 23 April 2012 - 03:34 PM

I'm road-testing libgdx and so far I'd recommend it. It's quite mature and built upon solid libraries underneath; open-source too and the code is clean so you can easily go in and follow what's going on under the hood.
For graphics you can either play with OpenGL directly or use higher level of abstractions (such as SpriteBatch). It even comes with a nice JNI wrapper for Box2d.
No direct support for iOS but through the magic of GWT you can compile to javascript to make an html5 app out of it. Then you could choose to either deploy that online somewhere and leave it at that or you could embed it into a native wrapper which allows you to stick it on the app store as a native app.

#4 Rasterman   Members   -  Reputation: 206

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Posted 09 October 2012 - 12:49 PM

Unity
Allegro
SDL
FreeGLUT
Unreal UDK

#5 MrDaaark   Members   -  Reputation: 3555

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Posted 09 October 2012 - 01:10 PM

Unreal 3 supports Android. UDK doesn't support Android. They refuse to even acknowledge any Android related questions, and haven't for the last year.

#6 clb   Members   -  Reputation: 1781

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Posted 11 October 2012 - 01:52 AM

Qt for Android is an unofficial port, but already works for deploying to Google Play, and IMO is actually already easier to use than faffing around with the official Google NDK.


Hi, I'm also interested in trying out Qt for Android! Do you have some links/pointers on how to get started and what one has to do? How easy is it really? What are the required steps?
Me+PC=clb.demon.fi | C++ Math and Geometry library: MathGeoLib, test it live! | C++ Game Networking: kNet | 2D Bin Packing: RectangleBinPack | Use gcc/clang/emcc from VS: vs-tool | Resume+Portfolio | gfxapi, test it live!

#7 6677   Members   -  Reputation: 1058

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Posted 11 October 2012 - 12:50 PM

Unity

(aimed at OP not rasterman more than anything)
Unity is a good choice although android support isn't free (android and iOS are $400 each). Mac and windows are free. Google chromes native client is also free and works in chrome on mac, windows and linux. Official linux builds aren't aailable yet though (coming very soon)


Hi, I'm also interested in trying out Qt for Android! Do you have some links/pointers on how to get started and what one has to do? How easy is it really? What are the required steps?

You make your own thread. Bear in mind QT is meant to be pretty slow compared to most other options.




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