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Game Porting

Started by bolerofon Mar 13, 2013 at 11:24 AM 1 replies 1.3k views
Original Post
bolerofon
bolerofon

I'm interested in programmer's opinions on game porting. Is HTML5 the silver bullet? Is console hardware convergence a paradigm shift in commercial game porting? What are the opportunities and pitfalls? What are the conventions and what languages and libraries are the best for successful porting? Any opinions are welcome.

Cheers.

jonathanschmidt
jonathanschmidt

Currently, there is no silver bullet, unfortunately, AFAIK. There are a lot of systems for creating apps which run on most systems, and some of them are great, some are not, and most of them of course have at least a few shortcomings. HTML5 for example doesn't feel native at all and runs too slow on some devices/operating systems. I've heard Mono/Xamarin is really nice, but I've heaven't tried it out myself yet. Same for Libgdx, it looks very promising. Most of these packages are still very young, so time will show.

For developing our own product [CopperCube, if you are interested :) ] which needs to create apps running on Android, Windows, Mac and HTML5/WebGL, we manually ported the code to each platform. If you are writing nice, compact and portable code, it isn't that much work, surprisingly.

bolerofon
bolerofon

Thanks for the response amirrlicht. :)

Yeah Libgdx looks really interesting. I've tried to use HTML5 code (LimeJS) across multiple platforms but have found that while PC browsers have a decent frame rate, mobile and tablet are unusable.

What is your process for porting CopperCube? Do you look at existing code and move it over to the new code base, or is it more to do with class specifications?

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