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by mtgx 4961 days ago
Someone should make an OpenGL ES 3.0 engine that works on all of these platforms by default: Win/Mac/Linux/Android/iOS/WebGL (or Native Client, at least). I think it would be very popular in a year or two. I've been enjoying indie "mobile" games for PC's a lot more than AAA type games lately, because they are easy to get into and fun. They seem to focus more on game-play than "regular" PC game developers do.
7 comments

libGDX[1][2] (it's not an engine) is a great cross-platform Java library that allows you target the desktop (Win/Mac/Linux/etc), Android, HTML5 (through GWT), and now iOS all with the same codebase, built on standards like OpenGL ES/WebGL.

Mario Zechner (the main guy behind libGDX) wrote an excellent book[3] last year on Android gamedev that has you start from the basics up to creating your own game engine and games.

[1] http://code.google.com/p/libgdx/

[2] https://github.com/libgdx/libgdx

[3] http://www.amazon.com/gp/product/1430230428/ref=as_li_ss_tl?...

I've been looking for something like this for a while... I'm writing an application that I want to have run on PCs as well as my Raspberry Pi (using Python preferably, although C++ is always an option), and eventually, I'd love to be able to port it to Android (+WP/iOS/BB/whatever else) as well. I'm still at the deciding state, obviously, as this is not a common thing for some reason. However, I'd love to use Python, so I'm comfortable with just having PCs and an RPi for now - but that still begs the question, is it possible to create an application (using restricted OpenGL calls) that works with both OpenGL full and ES systems without modification?
I can see the benefit of having a single codebase, but how would this fare against the likes of Unity, where the optimal backend is used for each platform?
I'm working on one of those. Beta SDK should be out soon too: http://multiplay.io
Unity3D is pretty much just that.