Hi Josh,

Point taken. Although, from what I've read iOS requires that the apps
have to be written in Objective C or an Objective C wrapper needs to
be written around existing C++ code to make it work. If I'm wrong
about that then OK, but I wasn't aware I could port a project written
in Python, Java, Ruby, Perl, whatever to iOS.

Of course, I know Mac OS X supports basically the same languages as
Windows as I've written a few cross-platform apps for Mac OS in Python
and Java so know they work, but wasn't sure about iOS specifically.
That is what I meant by Apple being a bit proprietary.

Now, as for C++ I agree with you for the most part. I've got an engine
written in C++, Evolution 3D, that wraps a few cross-platform
libraries like SDL meaning if I want to make a certain port for a game
like MOTA all I need do is change a few environment variables and
recompile with gcc and voila. I'm even considering writing an autoconf
script eventually to do the compile flags and environment variables
for me, but the basic idea here is C++ is definitely one of the better
choices for cross-platform development with maybe one or two minor
exceptions.

One of the few times I would consider something other than C++ is your
average text based game which can be done in Python for half the
effort. Python is goodat handling basic console input and output which
makes it ideal for text based word and puzzle games, text adventures,
and things like that. I don't see any advantage in using C++ for
something like that, but for a game like MOTA C++ is hands down the
best option over all.

Cheers!

On 6/8/13, Draconis <[email protected]> wrote:
> Hi Tom,
>
> Your statement below seems like you're a bit confused. There's nothing
> stopping you from developing with C++ on Apple platforms. In fact, you can
> even use Objective-C++ which allows you to mix and match C++ and Objective-C
> at will, giving you the best of both worlds if that is advantageous for your
> project.
>
> Objective-C is just Apple's flavor of a C language, really not much
> different from C# being Microsoft's flavor of a C language, or C++.net.
>
> You can develop on the Mac with Python, java, and other languages as well,
> though I've not done that myself.
>
> For the Draconis engine, we've developed most of it with C++ for
> cross-platform compatibility, with minimal amounts of code in Objective-C
> for Apple platforms and C#.net for Windows.
>
> As we've seen with what has happened with VB6 games and such, the only real
> safeguard against having to rewrite your games at some point is to use
> something as ubiquitous as C++.
>
> Saying that Apple has ignored compatibility with the rest of the world's
> OS's is ignoring that Microsoft has essentially done the same thing, and
> comes from an incomplete understanding of development on Apple platforms.
>
> And, if you want a good experience for your users on each of the platforms
> you are going to support, you are going to have to tweak a little for each
> OS. Write once and compile for all seldom, if ever, results in an optimal
> experience for anyone. Users of different OS's have different expectations
> on each platform for how software should behave.
>
> Your games in python or C++ would not need to be rewritten from scratch,
> though you may need to tailor portions of them for the targeted OS.
>
> HTH.

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