Archive
Monstercraft Postmortem Part 3: Win32 and iOS
The port to C++ for Win32 and then iOS took about 60 hours. As with Zombie Outhouse, I used Instant C++ to port the C# to C++ which took about a minute. The rest was all manual labor. Monstercraft runs on the same bioroid enhanced version of the bork3d engine that was used for Zombie Outhouse so it uses a custom C++ XNA style layer to ease the process.
There were a few parts of the port which I felt took too long and need to be optimized for the future.
Zombie Outhouse Development Part 4
Zombie Outhouse Development Part 4: Porting to the iPhone with the Bork3D Engine
[Apologies for the long hiatus but I hope be back on track and am planning on weekly updates for this blog]
When it came time to port Zombie Outhouse to the iPhone, I looked at numerous options to help ease the process. After the dust settled, I decided on the Bork3D Engine. Some of the reasons were:
- It’s C++!!!!
- Low price ($49 for an indie license)
- Full Source Code
- Lightweight and clean
Zombie Outhouse Development Part 3
Zombie Outhouse Development Part 3: Converting from C# to C++
While the official programming language for the iPhone is Objective-C, you can use C/C++ within it. I prefer to work in C++ and try to avoid Objective-C at all costs.
To take the path from C# to C++ I used Tangible Software’s Instant C++ software. The conversion of the files was fairly quick but that was the easy part.