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Member Since 10 Jun 2008
Offline Last Active Jan 07 2013 02:50 PM

Topics I've Started

Creating a cross-platform C++ engine, incl. android and IOS

30 December 2012 - 10:32 AM

Hello all,


forgive me for posting about a topic that has probably been discussed several times; I do feel that my question has a few extra points though and I have done a couple of days of reading on the matter.


I started writing a game engine in C++ with Ogre3D, SDL and Bullet physics. I have got 70% of a game done with it but it was just not written very well with some fundamental issues so I am starting again with those lessons learned. One of the reasons I am so keen on using C++ is that I am trying to better myself in C++ (since that is what my career is based around).


This time I also want to consider how I can code the engine in the best way possible to be able to 'port' it to android and IOS (as well as supporting Windows/linux/mac) since I realised the current engine I have it would be near impossible to do. I have done a lot of reading about the android NDK and Objective-C but I'm still not really sure.


I do understand that on any platform there will always be specifics that will need to be written for that platform regardless (I think I read that I'd have to code the UI myself for android at least) but I'd like to avoid rewriting code as much as possible.


Ideally I would like to avoid tools like Unity as that is C# and costs a fair bit of money for licensing extra platforms which I just don't have at the moment. I also want the experience of writing more of the engine than a tool like Unity will allow (even if it is just piecing a few pieces of middleware together).


Will it just be easier to write 3 separate engines? One for PC/Mac/Linux and one for each mobile platform? Should I try and brush up on plain old OpenGL and OpenGL ES 2.0 for phones.


Am I trying to do too much for a one man job?


I'd be glad of any thoughts any of you have on this matter.


Thanks for reading,


ODE VS2005 linking issues

04 October 2010 - 10:46 AM

Hello everyone,

I am trying to get a very simple ODE project to compile:

#include "ode/ode.h"

int main()
dWorldID world = dWorldCreate();

return 1;

however, I am met with the following linker error:

error LNK2019: unresolved external symbol _dWorldCreate referenced in function _main

In actuality I have been trying to integrate ODE into a larger project, but not even this will link.

I have included the ou_debug/ou.lib files in my configuration dependencies.

Normally I associate LNK2019 with an undefined function or an un-included lib file so I am somewhat stumped.

Perhaps someone can see something obvious I have missed?

Thanks for reading,

DS programming, before I start...

10 June 2008 - 12:51 PM

Hi all, I was unsure whether to post here or in consoles/PDA section but I figured this is a pretty beginner topic. First off I have had the negative experience of starting off on tutorials twice that have been slated later on by this community, so I thought I would ask first this time. I am looking for some nice recommended tutorials that would be good to get me into DS programming. I have got myself an R4 already, so I am on to the 'do' bit really. However, from reading a few posts here, I am not sure if I want to programme for the DS anymore. I do love my DS, and I like the fact that I can make games without overly fancy graphics (blah blah..). One of the main reasons I wanted to start programming for DS, was that I thought it would be a good thing to show at an interview 'look at what I made for the DS'. I have just graduated from a computer gaming degree so this wouldn't be my only interview piece. I am now under the impression that this thought might have been slightly naive of me. From what I have read I thought that homebrew on the DS was pretty much legal, but this fact seems to have been called into question now. Also, it seems that some of the better resources for programming would be 'hard to find'. I am getting a completely different complexion of what programming for the DS will entail (although I am aware the official dev kits are only avaliable to selected developers). So in a nut-shell, is it worth me spending the time and effort programming for the DS. Would it actually look good at an interview or would it project me as some kind of 'rogue' programmer :P. Sorry if this is a weird post, I'm just a little unsure at the moment. Any comments will be very mcuh appreciated.