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I'm curious : what parts of your game code were you able to reuse on the ios version ( apart from obvious things such as the game logic itself) ? Network ? Open
by bsaul 13y ago
I'm curious : what parts of your game code were you able to reuse on the ios version ( apart from obvious things such as the game logic itself) ? Network ? Opengl libs ? Sound libs ?
- philbarr 13y agoRoboVM create bindings for most of the iOS API, and there are also bindings being created for 3rd party libs [0]. LibGDX [1] have done their own too. I created a game [2] in LibGDX for Android, set it up on the Mac, right clicked and it just worked. Not deployed to the app store yet but I will be doing. I just released my latest Augmented Reality "game" [3] on Google Play which uses Vuforia [4] for the AR, and am in the process of writing the RoboVM bindings for it. Once I've finished that I'll submit it back to robovm-ios-bindings so you should be able to write AR apps for iOS and Android at the same time. [0] https://github.com/BlueRiverInteractive/robovm-ios-bindings https://github.com/BlueRiverInteractive/robovm-ios-bindings [1] http://libgdx.badlogicgames.com/ http://libgdx.badlogicgames.com/ [2] https://play.google.com/store/apps/details?id=com.simplyapped.calculate https://play.google.com/store/apps/details?id=com.simplyappe... [3] https://play.google.com/store/apps/details?id=com.simplyapped.virtualbeer https://play.google.com/store/apps/details?id=com.simplyappe... [4] https://developer.vuforia.com/ https://developer.vuforia.com/