Archive

Posts Tagged ‘c/c++’

Monstercraft Postmortem Part 3: Win32 and iOS

November 30, 2010 Leave a comment

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.

Read more…

Advertisement
Categories: Monstercraft Tags: , , , , , ,

Zombie Outhouse Development Part 4

February 23, 2010 Leave a comment

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

Read more…

Zombie Outhouse Development Part 3

January 24, 2010 Leave a comment

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.

Read more…