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Questions tagged [cross-platform]

The distribution and development of a game onto multiple platforms.

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1 answer
935 views

In a number of other engines I've worked with, including Unreal and Unity, there's been support for not only preprocessor commands, but conditional compilation based on platform. As an example, in ...
Michael Macha's user avatar
1 vote
1 answer
735 views

I'm thinking about developing a game. I want to make it cross-platform for Windows, Debian-based Linux and MAC (arm / x86) from the start, which will of course take a bit more time but it also helps ...
glades's user avatar
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25 votes
7 answers
4k views

What techniques have people successfully used or can suggest to deal with a consistent cross platform math for procedural world generation? Also, if you have done this, what were the pros and cons of ...
Roy Ward's user avatar
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1 answer
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Among practically existing devices people play games with - PC, mobile, PlayStation, XBox, Nintendo etc. - is there any possibility that a pixel on the screen is not 32-bit, and do I have to consider ...
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1 answer
119 views

I found this on the About page on the official Pygame website: Truly portable. Supports Linux (pygame comes with most main stream linux distributions), Windows (95, 98, ME, 2000, XP, Vista, 64-bit ...
gavinskycastle's user avatar
1 vote
1 answer
314 views

I'm working on a game engine as a fun project over the spring+summer. I've decided that to allow myself to explore rendering APIs I'm unfamiliar with, and force myself to write reusable code, I'd ...
Ethan McTague's user avatar
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1 answer
185 views

For a few months I have been creating a game using GameMaker Studio 2 Desktop. It turns out that I would like to launch it also for cell phones, and for that I bought GameMaker Studio 2 Mobile. That's ...
Boneco Sinforoso's user avatar
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1 answer
348 views

Most objects in DirectX 12 have natural analogues in Vulkan, e.g. VkInstance = IDXGIFactory ...
0xbadf00d's user avatar
3 votes
0 answers
78 views

I've got a question about authentication/user accounts. I'm building a game using Unity that'll be sold on Desktop (through Steam) and Mobile (Play/App Store). The game has online multiplayer ...
Robin Sonneveld's user avatar
1 vote
2 answers
257 views

I'll try to keep things brief and provide some context. I was playing MineCraft one day and this question popped into my head. I was thinking about some of the things that the Bedrock edition of the ...
Francis's user avatar
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1 answer
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The question's description will evolve depending on requested information or evolution of answers. I made this C++ server for a game, which works on Windows, and would like to make it cross-platform, ...
Mithrandir's user avatar
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1 answer
139 views

This is for a personal and knowledge acquiring project. I want to create a little TIC-TAC-TOE multiplatform game, app & web. The choosen technology for the app will be Android or Flutter and for ...
notarealgreal's user avatar
1 vote
1 answer
4k views

I am trying to use CrossPlatformInput in Unity 2019 to follow this tutorial to use it on iOS: https://www.youtube.com/watch?v=Auj1mrsfXDE However, I have no item in the top bar for "Mobile View" ...
Rohith Vishwajith's user avatar
-1 votes
1 answer
72 views

I want to create a solution for game centers which they own different game consoles, is there any way to log each user playing time and gather all of this info into a pc? if yes how is it possible?
Mohammad_Hosseini's user avatar
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Sorry for my poor English. Some cross-platform C++ libraries are useful for game developing, e.g., Eigen, Skia, OpenCV, Tensor Flow. I am not sure whether they are really limited to officially ...
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2 votes
2 answers
3k views

In vanilla perlin noise, the texture repeats after 256 coordinates, due to the way it picks a gradient vector. In games that require an infinite procedural world, however, this is not an acceptable ...
john01dav's user avatar
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1 vote
1 answer
913 views

I was wondering, given a generic Unity game built for Android (with no desktop version), if I could somehow run it on windows (not in an android emulator) by using the windows version of mono. The ...
beppe9000's user avatar
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1 vote
1 answer
129 views

I'm writing cross platform game that is requested to store player progress across all their devices. I'm not talking about implementation details, but overall picture; What are the patterns for ...
PiotrK's user avatar
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1 vote
1 answer
1k views

I know this is probably a popular question and can be very vague, so I'm going to be as specific as possible. I don't really know how to even form this question to be able to search Google, so I came ...
Dave's user avatar
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2 votes
2 answers
278 views

In my game project I have a lot of word existance checks based on some word bank. As usual arrays or map/set are not realy appropriate for this due to their speed/memory usage, I want to use Ternary ...
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17 votes
3 answers
4k views

Is unity engines random number generator deterministic across platforms given the same initial seed or should I implement my own? I know there have been some modifications to the random number ...
eternalNoob's user avatar
22 votes
3 answers
5k views

My question isn't a coding question; it applies to all of game engine design in general. How do you avoid hard coding? This question is a lot deeper than it seems. Say, if you want to run a game ...
Marcus Cramer's user avatar
3 votes
2 answers
1k views

Most of my assets use the Unity standard shader. It looks and runs fine on Desktop, but on mobile the performance isn't good. I assume the solution is to switch to one of the mobile friendly vertex-...
Andrio's user avatar
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105 votes
5 answers
21k views

If an engine supports Windows, OS X, and Linux, why do we sometimes see games using these engines, like Space Hulk: Deathwing, restricted to Windows only?
Nathan's user avatar
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3 votes
0 answers
196 views

I want to make a custom inspector for one of my scripts that builds UI elements at runtime. This requires small changes to the default values depending on what platform I'm targeting. How do I add ...
user3797758's user avatar
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1 vote
2 answers
2k views

I know that the Playstation 3 supported at least OpenGL ES 1.0, and the Vita OpenGL ES 2.0. But what about the Playstation 4 (and/or the new PS4 Pro)? Does anyone know for certain if it has native ...
AlexRamallo's user avatar
1 vote
1 answer
188 views

I have been searching for this everywhere and never found the answer. I am developing a feature to allow the user to select which monitor to run the game. I have two monitors, primary and secondary. ...
Leonardo Cunha's user avatar
2 votes
1 answer
685 views

In Visual Studio 2015, a convenient cross-platform C++ project template was available named "OpenGLES 2 Application (Android, iOS, Windows Universal)." I cannot find this template in Visual Studio ...
Dan's user avatar
  • 123
0 votes
2 answers
184 views

I have developed a game on android using native coding. However I am being asked to port it to ios. So I thought that I should bite the bullet and recode it in unity so I can go cross platform. I ...
Snake's user avatar
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1 vote
0 answers
138 views

I'm creating my GUI controls in Unity 5.3 I have a joystick in which overlays a swipe pad. Originally all of the controls were working fine. However, now the touch pad is overlaying the Joystick. ...
johnny 5's user avatar
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1 vote
1 answer
606 views

What is available to game developers to take advantage of implicit multi-GPU rendering technologies as of 2016? For this question I will only be asking about Nvidia's SLI and AMD's Crossfire ...
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0 votes
1 answer
291 views

I'm a complete beginner really enjoying learning how to code (currently in Python) and my first games will be very simple, mostly text based, but I'd like them to run on friends' phones and computers ...
Jack Unsworth's user avatar
-4 votes
1 answer
146 views

How to convert a java made game for pc to android manually ie without any external framework like libgdx? For example games like minecraft and limbo were originally made for pc only but later they got ...
john jody's user avatar
0 votes
1 answer
836 views

While I was developing my game on Linux (I'm using an ARM system), I decided that I want to cross-compile it to Windows. Yet, I get an error while I try to link Allegro (version 4.2) to the compiler. ...
PlatyPi's user avatar
  • 102
3 votes
1 answer
8k views

If I select ARMv7 instead of FAT (ARMv7+x86) in the Android Build Settings of Unity5-Free, the APK binary drops to half size. FAT => ~20MB ARM => ~10MB (...
Xavi Montero's user avatar
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10 votes
1 answer
7k views

I already have reasonable experience with C++ and OpenGL, and I have recently decided to try out mobile game development. After successfully creating a simple OpenGL ES Android app using Java, I ...
Craig Horwood's user avatar
18 votes
2 answers
3k views

I was thinking that it could be cool to have an interactive game in a digital resume. For the sake of this question, and scope of this site, let's ignore whether or not this is a good idea. Is it ...
Evorlor's user avatar
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1 vote
0 answers
31 views

What is the exiting event (closing app by user or system) in new OpenFL? And how does it differs between target platforms?
madneon's user avatar
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1 vote
0 answers
94 views

I need to build an app like Lumosity (https://play.google.com/store/apps/details?id=com.lumoslabs.lumosity) that is native app and have some game screens. So the question is: Is there a way to build ...
djserva's user avatar
  • 111
11 votes
3 answers
23k views

At least, why are they so difficult to make? - assuming that's the reason why not even AAA studios accomplish this feat for their games. Especially with modern cross-platform game engines like Unreal ...
JPtheK9's user avatar
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4 votes
1 answer
1k views

using Mono-Game, i have some custom content files in some binary format (not .xnb) in run-time i need to read the content of those files. i prefer to get a stream, but if something will give me a ...
Levan's user avatar
  • 41
0 votes
2 answers
162 views

I am now creating a 64 bit and 32 bit executable of my game. How could I achieve so that the executable and dlls lie in a separate folder without changing all the path variables in the game? To ...
akaltar's user avatar
  • 1,681
0 votes
1 answer
369 views

I want to start creating a simple multiplayer, JavaScript based, cross-platform game. Think about it as a two player mario where players can shoot each other. My question is what is the best way (or ...
Cristy's user avatar
  • 187
0 votes
1 answer
1k views

I'm developing a game on AndEngine (with Box2d) and on iOS Sprite Kit simultaneously. I want the game's physics to be identical on both platforms. Sprite Kit uses Box2d internally for physics ...
noobgramer's user avatar
-1 votes
1 answer
8k views

I'm interested in game development and have some very curious questions. Im a newbie in game dev so pardon my silly mistakes and question and repetition if any. I hope biggies here will guide me and ...
Ashutosh's user avatar
  • 103
14 votes
5 answers
4k views

Game engines like Unity and Unreal can run on mutiple platforms. I am wondering how they do this. I have been using C++ and OpenGL for a while, and what I am looking for is resources to integrate ...
DanielCollier's user avatar
0 votes
1 answer
300 views

I've been using spritekit for a while for a few small games. One thing I've noticed is that spritekit is the first game framework I've used that allows me to apply move actions to physics bodies. (...
meganegora's user avatar
0 votes
0 answers
2k views

I want to implement ad-hoc cross-platform (iOS, Android, and PC) device discovery for local multiplayer, like this scenario: http://www.youtube.com/watch?v=csXYZf2vGdE Multiple players, each with ...
stackedAE's user avatar
  • 103
0 votes
2 answers
332 views

I'm new to mobile development. I use Monogame. What device screen resolutions should I consider to target all Android, iOS and Windows Phone devices? Assuming we have three screen sizes, should I be ...
hmimo's user avatar
  • 3
5 votes
1 answer
349 views

Considering that some game platforms are under NDA and that publishing code publicly using their SDK is not allowed, how do game engine usually manage keeping plugins for different platforms separated?...
nialna2's user avatar
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