Cocos2d-x Javascript Bindings supported platforms? - cocos2d-iphone

I've asked this question on the Cocos2d-x forums and haven't gotten a reply. Sadly that seems par for the course for those forums :/
My question is, are the docs that state the JavaScript bindings for cocos2d-x are only supported Windows, iPhone, and Android correct? I would love to be able to target iOS, Android, Windows, Mac, and Linux all with the same code base. I'm also extremely fluent in JavaScript and would much prefer to use that if possible. I know I could use cocos2d-html5 but I would rather go native.
Any answers for this would be GREATLY appreciated.
Thanks!!

Related

Searching for framework for my application

I am searching for a framework(preferably c++, but i can learn other languages too) for my application. I will write what i need:
Borderless window(no buttons,frames etc.)
Real time 3d model rendering(or at least easy way to show 2d animation made from 3d model)
Cross-platform support(not mandatory)
If there is any other details you need to know, please tell me.
Thanks in advance.
Xojo will also do what you want. It creates Windows, OS X and Linux desktop apps and has built-in support for OpenGL.
http://www.xojo.com
One of the best cross-platform Gui-Frameworks for C++ is Qt. It can do 3d-stuff using OpenGL too. However, if you only need a plain window without any controls you may want to look into the next OpenGL tutorial for some infos.
I recommend Unity.
It works in Windows, Mac, Linux, iOS, and Android. (Furthermore in some game consoles.)
Its support languages are C#, boo and js.
C# is like C++ and easy to learn.

which cocos2d project to use for android?

We are building a game with sns features.
We are planning to use native framework(e.g. UIKit for iOS) for sns features.
With that in mind,
which one would be better?
http://www.cocos2d-x.org/ or http://code.google.com/p/cocos2d-android-1/
By which definition of "better" are we supposed to decide what is "better" for you?
I'm answering this question by saying that you should try out both, then go with the engine that you feel more productive with. Make the quickest prototype possible using the minimum features you require. In your case that might be displaying a native UI view inside a cocos2d OpenGL view.
For more information about what really matters when selecting an engines read my "game engine picker guide".
I think might be cocos2d-x. I did compare those two, basically, the android one is almost dead and there is no update any more. and the support and tutorials is pool.
But cocos2d-x will be difficult when you try to integrated with the SDK features as you need to go through jni. However, there are plenty of tutorials online to show you how to do that.
I have attempted cocos2d-x in windows environment using eclipse and eventually decided against it because it lacks debugging support and proper IDE integration, which is very good in Java/Android/eclipse/ADT. The only way I would recommend cocos2d-x is if you are developing for IOS and then porting to Android but I don't know about UIKit and SNS.

Usage of C++ on Mac for Interactive Broker API? - Example?

After years of no programming I am on my way to learn C++ on my Mac OSX. My eager goal is the creation of an algorithmic/automatic trading software for use with Interactive Brokers.
Now, I downloaded their API for Mac OSX and the docs. But I get the notion that the API for MacOSX is only for usage with Java?
I case I am wrong: I would be very happy if someone could help me with a few lines of C++ for usage on the IB-API, e. g. opening a session or loading marketdata for a security?
Btw, I did that with R and after having found some examples it was quite easy to use.
Thanks.
IB also provides the so called "Posix C++ API" which should work on MacOSX (It's stupidly included within the twsapi_unixmac_*.jar archive).
There is an autotools based project (twsapi) from this original IB code which builds fine on MacOSX, see
https://github.com/rudimeier/twsapi
A more exciting example of how to use twsapi in practice you may find in the twstools
project there:
https://github.com/rudimeier/twstools
Another wrapper directly around the C++ Posix version that compiles and runs on many platforms is TwsApiC++.
You can find it at https://github.com/JanBoonen/TwsApiCpp
It also includes some examples.

porting game made using cocos2d c++ on iPod Touch

I have used cocos2d c++ to create a small game on my Windows machine. It looks great and now I am planning to put it on my iPod Touch. Can anyone tell me how can I achieve this without actually porting my app on objective c?
I have MAC machine and I can arrange for Apple Developer license as well.
Please help me in this.
A few years ago, Joel asked the same thing. There are very interesting comments there, you should take a look. This one is very enlightening:
Google "Objective-C++". That will give you ideas how to allow your C++ to interface with Objective-C APIs.
After a quick search on stackoverflow, I found that at that time, someone else asked the same question here: Is it possible to program iPhone in C++

Has anyone used smartwin (a Windows C++ GUI OS library)?

I am considering using smartwin for a Windows platform only C++ project but notice that there has not been a release for 18months since 2.0rc5 was released i.e. it appears that it is no longer maintained.
After playing with it seems pretty good, I like it's use of templates, signals/slots (via boost) and it will meet the project needs but I would like some experiences of other users who are currently using it to help me weight it up?
Have you looked at Qt instead? I think it has a lot of the features you're looking for, and would be much better supported, both in developer tools and framework maturity.
"...we really don't need a full application framework or cross platform portability - just a lite Win32 GUI framework that can be easily added to an existing app "
That is exactly what Smartwin was created for. Combine that with the Sally IDE, and you'll have a complete RAD development environment that is fast compact and complete. Note that Google is currently using WTL for their Chrome browser, but Smartwin is even more efficient than WTL.
Smartwin Also has a library called Winelib that they hope will make this also a portable environment in the long term.
Personally, if you want to go portable, I'd go with wxWidgets. However, if you are planning for sure to stay with windows, I'd certainly give Smartwin++ a look.
I, myself, would use wxWidgets, as thats what I usually use and am used to, so thats kind just a personal choice.
Good Luck.
-Donald
Consider using wxWidgets. It is mature, well supported library with lots of features.
Went for WTL in the end and that's been a pretty seamless and painless transition. Thanks for the comments and responses everyone.
Ultimate++
http://www.ultimatepp.org/