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# openGL ES phone

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Hello.
I was thinking to buy a new phone. I dont have much experience in 3D on phones but I'm wondering on what phone I can develop openGL ES applications and be able to test it without signed code or any other trouble. I dont want to sell just be able to test fast my application on the phone without any restrictions. The phone should be around 250$. Also, HTC as fasr as I know has Windows Mobile so I guess it has DirectX. Can I develop DirectX applications in C++ on it ? Same question about exporting the application on phone restrictions. Thanks. #### Share this post ##### Link to post ##### Share on other sites Advertisement Any android phone should allow you to install applications signed with your own certificates (Which you can generate yourself using the SDK, the eclipse plugin will sign the code automatically for you if you wish when you create the apk). IIRC WP7 phones require .Net, a while back only C# was supported but i think VB.Net and C++/CLI (probably not standard C++ though) works now aswell, I don't think you can just install stuff as you please on WP though, (I might be wrong, Microsoft should have all the relevant info though) #### Share this post ##### Link to post ##### Share on other sites Aggggggggeeees ago, I put together this comparision guide for smartphone specs/abilities. Every single phone on that list supports OpenGL ES 1.x at the very least, most would support 2.0. Pretty much every "smart" phone you buy today will have GL ES 2.0 support. There are a few things to be aware of a) Windows Mobile has ZERO native code support. So if you want to code OpenGL ES directly, you are out of luck. It's XNA or nothing. b) Apple requires you to be a registered developer ( 99$ a year ) to deploy to device. There are ways around it if you root your phone, just realize out of the box, if you want to deploy to an actual device, with iOS you've got to pay. That said, their Simulator is quite fast and is actually capable of demonstrating GPU performance. However, it's Apple only, so no Windows development, unless you use a tool like Marmalade or DragonFire. The biggest problem with the simulator is it doesn't effectively simulate the CPU, so if your code is CPU constrained, you wont notice until you run on an actual device ( well, unless your computer stinks. )

c) Android is the easiest to deploy your app to. No money involved, but your phone, go to the settings and turn on USB debugging, download the adb driver and you are off to the races. Also Android development is easily accomplished on Mac, Windows or Linux. Now the flipside, their emulator ( note, not simulator, there is a difference ) is a festering pile of s____, er, it sucks, bad. Also working in their native SDK, around all the bugs, crap documentation, etc... almost turned me into an alcoholic. Some people swear by Eclipse, I swear at it, but sadly NetBeans support just isn't there 100%.

All three platforms have their strengths and weaknesses, but in your case, Android is certainly the right fit. Well, unless of course paying 100$a year aint a big deal to you, then it's a wash between iOS and Android. WinPhone7 is sadly off the list for now. ( Which is a shame, as I was going to buy a Lumia 900, but I lost faith in the viability of the platform in the face on Win8 and signed a contract for a Samsung Galaxy Note to replace my aging Xperia ). Now, if you actually wanted to make money, iOS all the way. Although the more I hear, the worse App discovery is getting on App Store, and the casual audience iOS attracted are more fickle about their selections, meaning if you are profiled/spotlighted, you can make a ton, but if you aren't, nobody will find your app at all. #### Share this post ##### Link to post ##### Share on other sites Aggggggggeeees ago, I put together this comparision guide for smartphone specs/abilities. Every single phone on that list supports OpenGL ES 1.x at the very least, most would support 2.0. Pretty much every "smart" phone you buy today will have GL ES 2.0 support. There are a few things to be aware of a) Windows Mobile has ZERO native code support. So if you want to code OpenGL ES directly, you are out of luck. It's XNA or nothing. b) Apple requires you to be a registered developer ( 99$ a year ) to deploy to device. There are ways around it if you root your phone, just realize out of the box, if you want to deploy to an actual device, with iOS you've got to pay. That said, their Simulator is quite fast and is actually capable of demonstrating GPU performance. However, it's Apple only, so no Windows development, unless you use a tool like Marmalade or DragonFire. The biggest problem with the simulator is it doesn't effectively simulate the CPU, so if your code is CPU constrained, you wont notice until you run on an actual device ( well, unless your computer stinks. )

c) Android is the easiest to deploy your app to. No money involved, but your phone, go to the settings and turn on USB debugging, download the adb driver and you are off to the races. Also Android development is easily accomplished on Mac, Windows or Linux. Now the flipside, their emulator ( note, not simulator, there is a difference ) is a festering pile of s____, er, it sucks, bad. Also working in their native SDK, around all the bugs, crap documentation, etc... almost turned me into an alcoholic. Some people swear by Eclipse, I swear at it, but sadly NetBeans support just isn't there 100%.

All three platforms have their strengths and weaknesses, but in your case, Android is certainly the right fit. Well, unless of course paying 100$a year aint a big deal to you, then it's a wash between iOS and Android. WinPhone7 is sadly off the list for now. ( Which is a shame, as I was going to buy a Lumia 900, but I lost faith in the viability of the platform in the face on Win8 and signed a contract for a Samsung Galaxy Note to replace my aging Xperia ). Now, if you actually wanted to make money, iOS all the way. Although the more I hear, the worse App discovery is getting on App Store, and the casual audience iOS attracted are more fickle about their selections, meaning if you are profiled/spotlighted, you can make a ton, but if you aren't, nobody will find your app at all. It is kinda annoying that Nokia is ditching Symbian and Meego, developing apps using C++ and QT was pretty straightforward and since dev certificates are free they're still good options if you just want to play around. (Neither platform is likely to get enough marketshare to be a viable target from a business point of view though as Nokia is going with WP now) I really don't understand where Microsoft is going with WP7, They need to attract developers but doesn't seem to do anything to make the platform more attractive to develop for. (The tools are good but its just not profitable, Why charge a yearly fee for app deployment and take 30% of the revenue just like your competitor when you have nowhere near their marketshare ?) #### Share this post ##### Link to post ##### Share on other sites [quote name='Serapth' timestamp='1333638210' post='4928495'] Aggggggggeeees ago, I put together this comparision guide for smartphone specs/abilities. Every single phone on that list supports OpenGL ES 1.x at the very least, most would support 2.0. Pretty much every "smart" phone you buy today will have GL ES 2.0 support. There are a few things to be aware of a) Windows Mobile has ZERO native code support. So if you want to code OpenGL ES directly, you are out of luck. It's XNA or nothing. b) Apple requires you to be a registered developer ( 99$ a year ) to deploy to device. There are ways around it if you root your phone, just realize out of the box, if you want to deploy to an actual device, with iOS you've got to pay. That said, their Simulator is quite fast and is actually capable of demonstrating GPU performance. However, it's Apple only, so no Windows development, unless you use a tool like Marmalade or DragonFire. The biggest problem with the simulator is it doesn't effectively simulate the CPU, so if your code is CPU constrained, you wont notice until you run on an actual device ( well, unless your computer stinks. )

c) Android is the easiest to deploy your app to. No money involved, but your phone, go to the settings and turn on USB debugging, download the adb driver and you are off to the races. Also Android development is easily accomplished on Mac, Windows or Linux. Now the flipside, their emulator ( note, not simulator, there is a difference ) is a festering pile of s____, er, it sucks, bad. Also working in their native SDK, around all the bugs, crap documentation, etc... almost turned me into an alcoholic. Some people swear by Eclipse, I swear at it, but sadly NetBeans support just isn't there 100%.

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