Cross-Platform and OpenGL ES,
Members - Reputation: 108
Posted 28 June 2012 - 08:28 PM
Doing some research, I have come across OpenGL ES, which seems to be a very portable API for game development. However, I don't know the first thing about this stuff! Every tutorial or book I find seems to be focused on iOS development OR Android development.
My target systems would be:
Windows, Android, iOS and MacOSX, but would love to also support Linux as well as Google Chrome using Google's Native Client.
My application that I would like to create will be very simple and will not technically require any 3D, but it will be a game. I don't mind and actually expect to individually write the core code, such as WinAPI or cocoatouch for input, etc. However, I'd really like to write as much as possible commonly in C++.
I own a Windows 7 Desktop, a Windows XP laptop, a Macbook Pro, an iPod Touch, and an Android phone. All suggestions are welcome to which approach I should go with as well as IDEs, but I would love to write the common code on the Windows systems.
Crossbones+ - Reputation: 8044
Posted 29 June 2012 - 11:58 AM
GL context creation is entirely platform-specific. OpenGL ES was designed to work hand-in-hand with EGL (another Khronos group standard) for that purpose. Most desktop platforms use some native library to obtain a context. There are also cross-platform libraries like Qt and SDL 1.3/2.0 that will wrap and hide all that for you.
Professional Free Software Developer
Members - Reputation: 2143
Posted 29 June 2012 - 04:11 PM
NaCl, iOS and Android all use GLES2, so you can get to a lot of platforms with the same API.