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Yeah, don't worry about those mobile devices. We've got plenty of directx support for those too. What are they again? Surface? Windows phone? I think I know on
by shadowmint 13y ago
Yeah, don't worry about those mobile devices.
We've got plenty of directx support for those too. What are they again? Surface? Windows phone? I think I know one guy who has one.
- sologrrl 13y agoI don't know anyone that uses desktop Linux, unless I count my sister who I saw using Red Hat at her CAD/CAM workplace four or five years ago. However I am afraid to to state this on HN, given how sensitive and hostile the crowd here can be about Linux.
- computerslol 13y agoI have one of each.
- gtirloni 13y agoOne is usually enough for a guy.
- MaulingMonkey 13y agoThis isn't to say you won't possibly need more than just DirectX. But this is to say you quite possibly need at least DirectX.
- theg2 13y agoNot an Apple or Google product? Gotta be awful! Love how people treat competition as something awful when it doesn't follow their own brand loyalty. Edit: It looks like the authors snark isn't as obvious to others as it was to me. I'm all for cross platform development and doing whatever makes sense your company/brand in terms of development, all my side projects use tools that make them as portable as possible.
- danudey 13y agoNo one was making a qualitative judgement against Windows Phones, just a quantitative comment about install base.
- smspence 13y agoHe didn't say anything about the quality of Windows RT / Windows Phone products. Sounds like he was just implying that they have a relatively small installed base compared to iOS / Android products. That's pretty hard to argue with. But... this is not very important anyway. There's no reason to have a "brand loyalty" flame war. Arguing and flaming about this on the internet is not productive. Let's just have a practical discussion about how to target multiple mobile platforms. If I was serious about writing a cross-platform mobile game, I would use some middle-ware like Unity, Unreal Engine, Cocos (yes there is a version for Windows Phone), etc. This takes care of the underlying differences between OpenGL ES and Direct 3D, so the developer can focus on the game itself and not worry too much about the rendering engine or graphics API. If I was writing some other app that used OpenGL ES, I could still make a port for Windows Phone / Windows RT by using a wrapper for the graphics-specific code. Such wrappers already exist, and it is not too terribly difficult to roll your own if you prefer. A lot of times, when you see a big game that is available on iOS, Android, AND Windows Phone / RT, usually they have done this: - Use middle-ware as discussed above already AND / OR: - Write the majority of the logic in C++ (all of these platforms have ways of utilizing C++ code), and use a graphics wrapper that isolates the rendering code, so you can work with OpenGL ES or Direct 3D interchangeably.
- kkangaroo 13y agoAgreed, someone applying similar snark in a OS X or Linux story would be quickly downvoted.
- yetanotherphd 13y agoI suspect there isn't a huge intersection between phone/tablet developers and desktop/console developers. I haven't played a game in a while, but it seems like the two markets are still very different.