Cross-platform game tool to be wrapped into a native iOS/Android app - cocos2d-iphone

I need to build an app like Lumosity (https://play.google.com/store/apps/details?id=com.lumoslabs.lumosity) that is native app and have some game screens.
So the question is: Is there a way to build a cross-platform game that I could wrap it into a native iOS/Android app?
I've read about Cocos2D-x that is great to build the whole game but I found nothing about wrapping like GLView as a subView.

Related

C++ Project Types for 3D Modelling and Game Control Program

I am a freshman programmer. I am trying to develop control software for a VR controller. It will use data from an array of rotary potentiometers to move a wireframe. The modeling software will apply textures and set the collision mask. These two programs are meant to be as fast as possible while running, integrate directly into games, and if possible exist as one program. I am using Visual Studio 2019 and was wondering which project type I should use.
Edit 1: I should clarify that this will be a game development tool. 1 part of it will only be used in the game and the other will be used to develop controls and create character skins and textures. The platform this will be used on is Windows.
I suggest you could try to use DirectX for 3D game development. You could create a windows desktop application or a UWP application.
To build DirectX desktop games, choose the “Game development with C++” workload under the “Mobile & Gaming” category.
To build a DirectX desktop app, you can start with the Win32 Project template in the New Project dialog, or download a Win32 game template, or download a sample from DirectX11 samples or DirectX12 samples as a starting point.
You could also build a DirectX game for UWP.
For more details I suggest you could refer to the link:https://devblogs.microsoft.com/cppblog/directx-game-development-with-c-in-visual-studio/
you should use Empty Project if you want to run your program in windows command prompt. if you want to run it like any other windows software with graphical interface then you need to use Windows Desktop Application.
according to me you should use empty project for this program.

Integrating ogre3d with hololens

I would like to integrate ogre3d with directx and c++ using hololens.
is it that possible to do so ?
what are the steps to convert the rendering engine, what's rendered to the frame buffer to the hololens buffer?
As RCYR mentioned, to run on the Hololens you are currently required to use UWP.
Running Ogre in an UWP app
There is a wiki entry which shows how to get an OGRE app running in UWP. First you can try to build a simple UWP app without any calls to the Hololens api at all. Note that you can run usual 2d- UWP apps which are not only made for hololens on the device in a windowed view (see mixed reality documentation for more detailes about 2d-views vs. immersive views).
You can check your UWP app by using the Hololens-Emulator. It is integrated with visual studio.
If you just wanted to create a windowed app running on the Hololens you are done by now.
Setting up an immersive view
But more likely you wanted to create an immersive view to display holograms. There are really helpful samples available at the UWP samples repository. I would recommend you look at the HolographicSpatialMapping sample.
Basically the sample shows how to:
create a HolographicSpace (core class for immersive views)
initalize direct3d device (can be done by Ogre as long as the adapter supports Hololens)
register to camera added/ remove events and create resources (buffers and views) for each camera
use the SpatialCoordinateSystem and locate the viewer
get a HolographicFrame, render some content and present
There is a lot of basic functions that you can just copy&paste in the CameraResources and DeviceResources classes in the sample.
For development you should use the Hololens Emulator (mentioned above) and the Visual Studio Graphics Debugger which is fully supported with the Hololens Emulator such that you can easily debug what is going on in direct3d.

Drawing on Canvas with finger. Tizen native app

I just started my adventure with Tizen.
I would like to draw on canvas with my finger, but I can't find an example on how to do this in internet (personally I hate c++). Do you know any good tutorial on how to do this in native application? I managed to do that using javascript (web app) but I would like to know how to do this using c++.
There's a sample application called MutipointTouch included with the SDK (in platforms\tizen2.1\samples\native\cpp\Sample\Tizen Native\MultipointTouch) which does what you're asking for. There's also a brief tutorial at the Tizen website which explains parts of the MultipointTouch application.
In essence, your Form will need to inherit from Tizen::Ui::ITouchEventListener and implement the touch event methods, like OnTouchPressed and OnTouchMoved. In those methods you could, for example, perform draw commands on a Tizen::Graphics::Canvas (which they show how to do in the MultipointTouch app).

software for kids where they can play games and browse internet

I'm trying to build a simple utility for kids where they can play games and browse the internet.
this is the final product i need to come up with:
cross platform
a gui
with an web browser in it.
which can open other applications like games in a window(say 600X400)
instead of the whole screen (is it possible to open applications
from a click of a button in a window?)
which has a timer, that clocks down and then disables everything
(games and browser)
what is the best way that i can go about. i'm good at c++ (jut c++ i know nothing of COM, ...)
i've been thinking of U++ as my gui framework. I thought of using Gecko to integrate browser in gui, but that seems pretty complex any thing easy?
QT is the easiest existing GUI library solution for multiplatform applications like the one you need. And it's easy to "have web browser" capabilities due to very nice integration with WebKit
See the QT page here

Cocos2d-x vs cocos2d-android for an Android game

After using 'cocos2d-iphone' in one of my projects, I am trying to decide which flavor of Cocos2d I should use for an Android game. My personal list of pros and cons:
Cocos2d-x
pros: it should be easier to bring the game to iOS later, potentially other platforms as well
cons/doubts: debugging c++ code on Android (easy or not?), compatibility of NDK app with various Android devices (how much of a problem?), accessing platform-specific functionality (in-app purchases, etc.)
cocos2d-android
pros: all Java, easier to setup and access platform-specific functions
cons: will have to translate from Java to either c++ or Objective-C for other platforms
Are there other issues with either of the options that I didn't think about? If anybody had to make this choice, what did you choose and why?
Note that there are two projects with almost the same name: cocos2d-android and cocos2d-android*1*. The latter is a fork of the former and its author did it because cocos2d-android project was almost dead.
In the beginning I was in doubt about cocos2d-android1 (which seems to be a very good work) and cocos2d-x but the possibility to develop in C++ (that I like a lot) and be multi-platform made me chose cocos2d-x.
I'm still trying to learn cocos2d-x.
What I like about it:
List item
it's a C++ framework
you can develop for Android, iPhone, Bada, Blackblerry Playbook, Windows and Linux.
Please, notice that at the moment cocos2d-x team advises that Windows and Linux port are meant for easy your development not for production.
it has a Lua binding
it has a version for Marmalade (a paid multi-platform SDK)
cocos2d-x works with NDK since release 4. Currently I'm using NDK r7. You can develop for devices running since android 2.1 (API 7)
It seems that there are some issues with cocos2d-x on android 4 (what shouldn't be a problem because both it's still not that wide spread and cocos2d-x team will fix any problem they come across).
You will be able to access platform specific functionality like in-app purchase but it comes with a price: you will do almost everything using JNI.
Definitely it's harder than just putting a jar SDK into libs folder and directly call Java functions but it's feasible.
You can develop on Windows, Linux or Mac. For each OS you're using in the development machine the procedures to prepare your environment (cocos2d-x + target SDKs) varies. It's not a problem because you usually will stick with one of them.
Now let me tell you that it's not that easy to debug JNI / Java code. Why? Because there are many steps you must take to enable this and debugging process is slow.
So that cocos2d-x team advices to develop all your game for Linux or Windows and after that everything is up and running you compile it to Android. This way you will have minor problems to solve (if any)
I prefer to develop for android from the beginning.
All in all, I'm really happy coding with cocos2d-x. Community is very passionate about cocos2d-x and they are very supportive.
In the process of learning I wrote two tutorials:
Developing with cocos2d-x for android on Linux, that teaches how to prepare your environment to develop for android using cocos2d-x
How to debug cocos2d-x and Java code using Eclipse that explain in details all needed steps to perform debugging sessions.
Regards.
I had the same problem 2 month ago. Cocos2d-Android is dead, so use cocos2d-x. Here some links and tutorials to start using it.
If you are comfortable with C/C++ , by all means go the Cocos2d-x route.
HOWEVER, if you are coming from an Android and Java background, with no experience in C++ , it can be a really painful experience getting everything in order.
In asmuch as the Cocos2D for Android Project has been slow recently, I wont particularly say its dead. I used the version hosted on github here ..
https://github.com/ZhouWeikuan/cocos2d
There are several tutorial on getting started.
Step by Step Guide on How to build your first Slider Puzzle game in Cocos2d for Android – Part 1 http://denvycom.com/blog/step-by-step-guide-on-how-to-build-your-first-slider-puzzle-game-in-cocos2d-for-android-part-1/
How To Make A Simple Android Game with Cocos2D http://dan.clarke.name/2011/04/how-to-make-a-simple-android-game-with-cocos2d/
For all others coming to this thread, I hope this is useful!
cocos2d-x (98% in C++ and some Android Java Code) is the only version of cocos2d useful for Android.
cocos2d Android (all Java) may be useful if you want to create some prototypes, but as an active open source development project it is long dead and not maintained.
If you want to write a Java game on Android, use AndEngine - it is active and well maintained.