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It's c++ with SDL and as little platform-specific code as I can get away with. eg. low latency audio on Android was impossible using stock SDL. The web versio
by sossles 11y ago
It's c++ with SDL and as little platform-specific code as I can get away with. eg. low latency audio on Android was impossible using stock SDL.
The web version was originally a straight recompile with emscripten but it was way too slow so it's a hybrid approach where the board engine is emscripten and the UI is rewritten with HTML/canvas.
- magni- 11y agoAny plans for a Windows Phone port? :) https://forums.libsdl.org/viewtopic.php?t=10576&sid=2a7ec2c78eb4e5d2a9a258a9c8cd85da https://forums.libsdl.org/viewtopic.php?t=10576&sid=2a7ec2c7...
- sossles 11y agoI've considered it, and probably will do it one day for fun just to see what the platform is like.
- robmcm 11y agoLooking back would it have been easier to do the whole things in JS/HTML/CSS?
- sossles 11y agoNot at all! This is a mobile game and getting 60 FPS on mobile in a browser is not trivial, even with graphics as simple as these. But natively? Ridiculously easy.
- buggyend 11y agoThe game is simple/hard and beautiful. I am just curious. What engine and development tools did you use? If I like a game, I want to know the backend tools that was used for developing.
- Gmo 11y agoThat'd be great :)