It is a fact that cross-platform indie game development is on the rise these days. The reason behind porting to Mac is that most indies sell as many copies for PC as for Mac platforms. In addition, several of the most popular indie solutions now support both Windows and Macintosh platforms, such as Torque, BlitzMax, PTK and others.
- Get Me Out (comrade Gamedev) Mac Os 11
- Get Me Out (comrade Gamedev) Mac Os Catalina
- Get Me Out (comrade Gamedev) Mac Os Download
IOS (formerly iPhone OS) is a mobile operating system created and developed by Apple Inc. Exclusively for its hardware. XCode only runs on Mac, so you do need to run their OS. BUT there are workarounds to avoid having to buy a whole new computer. I think your best option is to get a virtual machine, especially because you're trying to keep costs down and only need Mac for one purpose. $begingroup$ let me rephrase: 'looking for a framework that I can integrate into my games so that players can create their own games on LAN a.k.a one of them can become host and others can connect to it. The players may be playing games via iPhone or Mac OS X'. And 'Any pointers?' Is totally answerable question, links to useful frameworks/articles that talk about the above mentioned problem.
However, even when using commercial engines, there will be a certain functionality that is not covered by the engine, and that will require native code for each platform.
That is why we have collected the following snippets, which I am sure you will find handy during your next cross-platform development.
If your game supports different video modes, you can use the current desktop settings to adjust the default resolution and color depth in the first run.
The Mac OS X implementation will give you the exact ammount of video memory of the first valid video adapter found. However, the Windows version, which relies on DirectX 5, will return less memory than is physically installed. For 16MB video cards, it will return about 13MB though. I ignore the purpose of this behaviour, just take it into account.
Requiring DirectX 5 should not be a real problem, being already included in Windows 98. Furthermore, the DirectDraw DLL is dynamically loaded, so the function will just return zero in case of error (still running Windows 95 for instance).
It is unusual to include videos in indie games because they increase the download size noticeably, but just in case you need to, here are a couple of links that will teach you how to render AVI files in OpenGL:
Bay cleaning mac os. In order to avoid dependencies, I recommend using the standard CinePak codec for AVI files, which is included in all versions of Windows and Mac OS X.
During your development, you will probably found out that there are some C functions that are not present in both Windows and Mac platforms. Three common non-portable functions are:
round()
You can easily implement your own version as:int Round( float x ){ return( static_cast( x + 0.5f ) );}
log2()
Is the same as:
itoa()
Is a Microsoft specific routine. Use sprintf() instead.
Thanks to Lord Trancos for pointing out the SDL source code as a useful resource to obtain the GetInstalledVRAM() code for Windows.
Send any questions and comments to [email protected]
- SDL: http://www.libsdl.org/
- Apple Developer Connection: http://developer.apple.com/
- Microsoft Developer Network: http://msdn.microsoft.com/
24 hours of game dev in Rust
A self imposed game jam trip report
Me
- Michael Shaw
- Years of developing games in Scala
- 24 hours of Rust experience
![Get Me Out (comrade Gamedev) Mac OS Get Me Out (comrade Gamedev) Mac OS](https://i.imgur.com/tSBR2hr.jpg)
Why
I started off building big, learning slowly
Most of my ideas are bad
'Require Iteration'
Learning out they're bad in 24 hours
is much cheaper than 3 months
is much cheaper than 3 months
Scala
Might be the best game jam language in existence
- Performance is easily good enough
- Type safety + terse (fast dev)
- Fast incremental compiler
- Functional programming with escape hatches
Painful long term
- Distribution & garbage collection woes
- High cost abstractions hard to distuinguish
from low cost ones - Clean code murders the GC
- GC friendly code is nasty
Rust
- Expressive (but not terse), fast, no GC
- Tree based ownership over structural sharing is fine with games
- Zero cost abstractions (for the machine)
Can you make it 'Game Jam' friendly though?
Can we create a layer of machine inefficient,
developer productivity based shortcuts?
developer productivity based shortcuts?
Something you start with,
and phase out when you need speed ..
and phase out when you need speed ..
What
Glium & Glutin overview
Game jam style engine design
A smidge of game design
Building a tiny game
Cheating
I read https://doc.rust-lang.org/book/ beforehand
I only counted development.
There were a few hours planning with what to build.
There were a few hours planning with what to build.
24:00
Thievery and triangles
Glium
https://github.com/tomaka/gliumSafe OpenGL without the state machine.
- Forget about glEnable/glDisable/glBind/glUnbind ..
- Don't look at the issue count on github, everything is fine
Target
What we're drawing on (window, or off screen)
vertex_buffer
Vertices that we want to draw (usually triangles)
program
A pair of GLSL programs/'shaders'
Vertices + Uniforms in -> Coloured pixels out
Vertices + Uniforms in -> Coloured pixels out
uniforms
Shader program state
(textures, colors, camera transforms)
(textures, colors, camera transforms)
Pretend the (!) isn't there and that it's just a struct.
That ! is saving you from 24 years of OpenGL's legacy
When you see a ! you're exchanging a few hours of runtime trial and error for a runtime error on program start
Uniforms
Shaders
Becomes
Mac OS X Notes
Demand a core profile
Make your shaders 3.3+
Glium examples are really easy to run (steal them)
Print input events to get familiar
Glutin
https://github.com/tomaka/glutinCross platform:
- Window Creation
- Input Events
- OpenGL Context Creation
23:00
An ounce of organisation
Paying the piper
An hour spent learning Rust's module system
You know what I said about stealing everything ..
Throw it out and add it back line by line
lib.rs
![Gamedev) Gamedev)](https://d2wvmrjymyrujw.cloudfront.net/media/images/tutorial/tutorials/game-development-toolset/Thumbnail_GameDevToolset_01.png)
Forget your managed namespaces
module directives form a tree
Named pointers, not namespaces
Halfway between namespaces & include directives
22:00
An ounce of organisation
Piper needs a brand new car
An hour spent battling glium Types
All the examples are one function, so there's no examples of:
I'm pretty sure I shouldn't be passing around a GlutinFacade.
An hour later I find ..
Because I'm new at Rust :-/
21:00
Game jam style rendering
Quick & Dirty
2D sprites positioned in 3D (more than Z order)
Quads only, in one vertex format
At most a few batches per frame
Dev performance, not machine performance
'Flash' guys in the middle with per vertex colors
One fat vertex format
color allows us to flash guys white if they get hit
or red if they're hurt
or red if they're hurt
normal allows us to add lighting if we have time
(Poorly) recoloured sprites for different teams
Texture Arrays are your friend
Great for sprites
Run out of space?
Add another layer
Different sides/factions?
Add layers with recoloured versions
image
https://github.com/PistonDevelopers/imageThe last image library you'll need
Getting Quads back
OpenGL doesn't have quads
We can just duplicate bottom-left and top-right vertices
Efficient* Quads
*Developer efficient, embrace #Derive(Copy)
20:00
Generating geometry: Walls and Floors
'Base Anchored Wall'
'Smart' quad tesselator understands desired pixel scale and texture sizes to give consistent pixel density
Rendering becomes
18:00
Cameras and Tiles
cgmath
https://github.com/brendanzab/cgmathAll the vecs, mats, dots, crosses and inverts you need for a game
Pixel Perfect Camera
Blending & Depth
16:00
Everything's wrong and I hate the world
Assumed my camera creation was wrong, and spent an hour debugging it
Example shader had matrix multiplication reversed
15:00
Interaction
Input Handling
We need to remember a few things between frames
Mouse Picking
From windowed mouse coordinates to world objects
In our main loop
12:00
Hey, you said there'd be games you lying bastard ..
Game in 12 hours anyone?
Set your expectations low
No, lower than that, like real low
Think
Tile laying
&
Mountain climbing
&
Mountain climbing
Grom, The Mountain God
Good? Evil? You're the big stone head
Help everyone up?
That's just lemmings
Make sure nobody gets up?
That's just weird tower defense
Get the chosen one to the mountain top
> 1 You Lose .. < 1 You Lose
Who's the chosen one?
Clearly the guy that made it
Climbing is dangerous
11:45
Let's reverse things
9:00
First Steps
#[derive(Clone,Copy,Debug,Eq,PartialEq)]
Simple & Inefficient
Why borrow when you can copy? (don't answer that)
Why borrow when you can copy? (don't answer that)
Disclaimer
This is not idiomatic Rust, these are the fever dreams of a Scala developer who can't even remember what life is like without a garbage collector
Game State
Tiles
World Gen
Rendering it
7:00
Placing tiles
5:00
Ears for sound
- Simple cross-platform sound
- Needs OpenAL & libsndfile at runtime
- Works cross platform (unlike some others)
4:00
Now with climbers
Climbers
Rendering climbers
2:00
ClimberS, it's ugly code time
Movement Rules
- If you're at the stone head, climb in
- Go somewhere new that's not down
- Go somewhere new (that's down)
- Wait (and reset where you've been)
Travellable Locations
Everything would be a stack allocated
lazy iterator if I was better at this
00:00
Everybody loves chiptunes
https://soundcloud.com/eric-skiff/come-and-find-meGet Me Out (comrade Gamedev) Mac Os 11
Eric Skiff
Springs for smoothness
Attach them to everything
Parallax clouds
Realistic head bob
'Dynamic' crowd sounds
3D climbing depth
Get Me Out (comrade Gamedev) Mac Os Catalina
Thanks for listening
Engine source is up at
https://github.com/MichaelShaw/rust-game-24h
https://github.com/MichaelShaw/rust-game-24h
Get Me Out (comrade Gamedev) Mac Os Download
Game is up at
https://github.com/MichaelShaw/grom
https://github.com/MichaelShaw/grom