How can I develop a game engine that supports android - mobile

I am thinking about developing a game engine in which I can make games for android and other mobile platforms and I have no clue for it.I just see tutorials for making game engine just for one specific platform and have not found any tutorials for making a game engine for various kinds of platforms!.please give me some clues for it

I recommend you read Game and Graphics Programming for iOS and Android with OpenGL ES 2.0, if you really want to make game engine for Android. His projects sample is too old and written on Eclipse (which is deprecated by Google for Android development), it take me a lot of time to convert his old project to Android Studio. His source code is very small but run smoothly on new devices. His project also include iOS XCode project too, but also some minor modify to migrate older XCode to newer. Two Android and iOS projects sharing ~ 95% C source code (truly cross-platform) and some platform code (Java for Android and Objective-C for iOS but it just only ~ 5%).
I am also recommend you consider use OpenGL ES graphic API for cross-platform game engine instead of using multiple graphic API, because you can use Google ANGLE project to convert OpenGL ES graphic API to native API for other devices like DirectX (Windows PC, Windows Phone), Metal (MacOS, iOS), Vulkan, Desktop OpenGL just one code base. The most successful game engine base on OpenGL ES API is Godot Engine. One of the most the popular project using ANGLE is Google Chrome.
In 2014, Apple announce they deprecated OpenGL ES for their Metal API (but I am tested OpenGL ES project still run on new iOS 13), so only choice if using OpenGL ES is ANGLE. If you want to follow ANGLE Metal you can follow here
Initialize when Microsoft create Windows Runtime (Windows Store, Windows Phone) is just support DirectX, but they also create tutorial for ANGLE to convert OpenGL ES to DirectX, see tutorial here

Related

3D graphics for multiple platforms using Intel XDK

I am developing an app using Intel XDK and Angularjs. I want the app to be available on as many platforms as possible including Android, iOS, and Windows. I also want interactive 3D graphics in my app. Is it possible to have all of this?
I have looked into the App Gaming Interface (AGI) that comes with Intel XDK but it uses 2D graphics.
I have also looked into Marmalade Web but I did not see any documentation, tutorials, or examples that display interactive 3D graphics.
You might want to investigate the use of some game engines to provide your 3D graphics. You are probably going to need WebGL to get respectable performance and the 3D graphics you need. That means you will be limited to only the newest devices.
On Android you can use the Crosswalk build system and it will include a runtime that includes a very capable WebGL subsystem that will work on Android 4.x (and above) devices. For other systems you must work with the WebView that is provided on the target (the embedded browser cannot be replaced). Thus, you will be restricted to iOS 8 and Windows 8.1 Phone devices.
The App Gaming Interface in the XDK has been officially deprecated and is not being further developed. This is due to the excellent support for canvas and WebGL in Crosswalk for Android and the new support for WebGL and improved JavaScript performance in the new WKWebView that is part of iOS 8.

can i use spritebuilder to develop cross platform mobile app?

I wanna develop a game app, which should be platform independent. is spritebuilder a cross platform?
Currently, SpriteBuilder exports project files for Xcode limiting development to iOS. Plans are in the works so that SpriteBuilder can export for Android Studio as well, but as of this writing the current version of SpriteBuilder does not support this capability.
If you are still interested in using SpriteBuilder for iOS, you can use Apportable's free service to help translate your Objective-C code to run natively on Android. This will require additional programming and knowledge of another SDK such as Android Studio.
Unity is another free SDK that you can use to publish cross platform games that are 3D, although you will no longer be building truly native Apps for either iOS or Android.
Should this answer be sufficient, please mark "correct answer", else, let me know if there are any further questions you may have.

Mobile Programming for Blackberry, iPod, and Android

I bought an iPod touch 3rd Gen half year ago, and I got recently an iPad WiFi. I also have a Onyx Bold Blackberry.
I don't have a Mac Book or any other apple product of laptop.
As a programmer, I speak C, Delphi and Java. I'd like to start playing around in mobile application.
I don't know whether I should start in Blackberry platform, iPod /iPad platform, or Android platform.
Ok, for each platform, what is the cheapest way to get started to play around the language?
1. Blackberry
2. iPod
3. Android
Learn HTML5 and you can build apps that can work on all platforms such as IPhone/IPad, Android and Blackberry. You can just build a mobile version of your site such as mobile.mysite.com. You can then choose to implement the server side with the language of your choice/familiarity.
The path of least resistance and also of lowest cost for you is Java development for Android. Only problem, you don't seem to have an Android phone. Though i'm sure you can pick up a used one cheap.
Why: The Eclipse IDE is free, there are free Eclipse plugins available from Google for Android dev, there's no annual dev cost like with iPhone/iPad development
In my opinion, you should start with an Android phone. You will be able to write your applications in Java, and test your applications on the device. The iPhone requires that you write your applications in objective-c, and requires developers to be a part of the iPhone Developer's Program in order to run their applications on an actual device (The membership fee is $99/year).
The documentation for the Android OS is superb, and once you have installed the Android SDK with the Eclipse Plugin, you can have a hello world application finished in a few minutes.

Chat client on Mobile

We have to develop a chat client for mobile. The devices should be for the following:
Android
iPhone
Blackberry
Symbian
Windows mobile
Windows CE
Palm
Which technology we should use for the multiple OS computability. We like the most of code common.
This chat client also support the video and audio chat.
Android and BlackBerry: Java
Symbian and Win Mo: C++
iPhone and Palm: Objective C and C
It is possible from to write the apps so that some common functionality can be reused, but it needs careful design. But you are a bit out of luck on this.
I would recommend starting with Java and Objective C implementations as this will get you Android, BlackBerry and iPhone, which have a lot more traction in market than other platforms.
Look at cross platform frameworks like PhoneGap - that way you can keep the UI and as much code as you care to port to JavaScript common, then do the remaining in native code.
Currently React Native framework gains popularity as a solution for implementing JavaScript based apps for Android and iOS platforms. Here is a guide for React Native.
JavaScript SDK can be also used for preparing desktop app for Windows via Electron for example.
Since you need to cover a lot of platforms, you might need also a backend solution providing an API option to cover all your needs.
Try ConnectyCube. It has React Native support in its JS SDK and provides API to cover the rest of cases. So, it's flexible enough and you can use it for developing apps for all your platforms.

Mobile Device Programming Tools

What SDKs/Tools/Toolkits/IDEs should I download to start programming mobile applications for iPhone, Symbian and BlackBerry from within Windows platform?
And from where can I download them?
For the iPhone platform, your current option is to become an iPhone developer, use the iPhone SDK and develop on a Mac. The IDE you will most likely use is XCode and the language of development will be Objective-C.
The Mono project seems to be developing an alternative to this in the form of the MonoTouch framework. Using this framework you can develop your iPhone applications in C# using MonoDevelop and they will be compiled to native iPhone applications; however, you still need the iPhone SDK and you still need to develop on a Mac. This framework is in closed preview at the moment, though.
For Symbian, it used to be the case that you needed to develop using the C/C++ libraries provided by the Symbian SDK but now you have the choice to develop in C++ using the Qt for S60 toolkit (I should note that it is still a technical preview).
Depending on what you are trying to build, you might want to develop J2ME applications which will work on all Java-enabled phones (thus you won't be limited to just the S60 platform). You can develop such J2ME applications using the EclipseME plugin for Eclipse.
For Blackberry, the default development environment is the Blackberry JDE. However, I hate the user interface on that tool and (for me at least) the usability leaves a lot to be desired. However, you have an alternative: There is an official Blackberry JDE plugin for the Eclipse IDE that makes developing Blackberry applications a joy (well not so much :) but still makes it really easy)
In case you are interested, you can develop Windows Mobile applications in C# targeting the .NET Compact Framework using Visual Studio (I think you can use the Express Edition, which is free).
Then, there is the Android platform. The default development environment for that platform is using the Android Eclipse plugin and developing in Java.
Hope, it helps.
iPhone sdk
Symbian
Blackberry
For Symbian, I would recommand Qt.
Moreover, you can use it for Windows CE based mobile.

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