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xtr33me

Iphone game dev modularzation?

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Hi everyone! I am coming from a C++ windows dev background and wanted to test out the iphone dev wave using OpenGL ES. I have a game idea, and have started writing out the design on paper. The concern of mine is my little experience working with restricted memory and I was wondering if it is standard practice to modularize the game design when developing for the iphone? I am used to coding object factories, collision managers, etc and I was hoping I could get recommendations from those more experienced in this area. I would love to hear what you have to say. Thanks in advance for your help!

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Xcode supports the full C++ standard, so all the STL libraries work on it and from working with the iPhone, it's more than adequate for any type of high-level advance C++ code you write. The slowest part will be the rendering by far, well depending on what kind of game you're making :D

Checkout some free engines, to see what the iPhone can do :

http://www.oolongengine.com/

Also download the various iPhone samples from Apple, they contain alot of useful code to look at, unfortuately its mostly in Objective C.

Good Luck!

-ddn

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ddn3 I can't thank you enough for the response! Just what I was hoping to hear! Thanks also for the link...going to go check it out now. You've been a great help.

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Apps have 24 mb available on iPhone, but you would need to have a fairly complex 3d game before you hit that limit.
Textures are what chew up most memory, so you should be using compressed textures for everything.

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Thanks captainfreedom for the info. That is a great tidbit of knowledge. I usually run all my graphics through Photoshops optimization befor I use them and get surprising results. Thanks again!

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