Are they really portable?
Page 1 of 111 Replies - 1025 Views - Last Post: 27 January 2011 - 09:41 AM
#1
Are they really portable?
Posted 25 January 2011 - 02:02 PM
Replies To: Are they really portable?
#2
Re: Are they really portable?
Posted 25 January 2011 - 02:12 PM
Quote
Who says?
I can imagine a DLL that is completely self contained and doesn't make use of another framework. It just depends on its purpose. One of the surest ways to protect your code from being killed by someone else's framework is to NOT use someone else's framework.
I don't know any of the API's you mentioned but I would guess that Love2D is some type of drawing API. That's all math performed on a bitmap. You don't have to use someone else's code to do math.
#3
Re: Are they really portable?
Posted 25 January 2011 - 02:23 PM
GLUT - Makes OpenGL more portable by taking away the hassle of making OS specific windows. Also has additional methods.(mainly C/C++. Has ports for several languages)
Love2D - 2D engine that uses Lua as it's language.
I even tested this theory out by sending a test build of a project i was doing with Love2D to different friends that use Ubuntu and Mac OSX. Both said it would work because the .dll's couldn't be read.
This post has been edited by heyoman1: 25 January 2011 - 02:25 PM
#4
Re: Are they really portable?
Posted 25 January 2011 - 02:54 PM
So in Windows your code can all the method FlipImageHorizontal and a new image that is flipped is returned - and you can make the exact same call in MacOS, only it will be answered by the MacOS DLL.
So it isn't the exact DLL file that is portable, but the API functionality that is cross platform-ly available.
I do this same thing with a couple vendor provided DLL's where one is 32bit and one is 64bit. My program has to check if it is running on a 32bit Windows and load the 32bit DLL, or the 64bit DLL if on a 64bit version of Windoze. But the rest of the program doesn't know the difference because it is just calling a method by name.
#5
Re: Are they really portable?
Posted 26 January 2011 - 09:31 AM
If you want to share your game with your friends, either they will need to download Love2D for their system (or build it from source if they're into that). This is the same as if you had written a program in Ruby or Python and wanted to share. Your friends would need to have Ruby or Python installed to use it.
Another option is that you could grab the compiled versions of Love2D for Mac and Linux and try to package them for distribution.
#6
Re: Are they really portable?
Posted 26 January 2011 - 12:18 PM
This post has been edited by heyoman1: 26 January 2011 - 12:20 PM
#7
Re: Are they really portable?
Posted 26 January 2011 - 12:28 PM
The idea between these frameworks which claim to be cross-platform is that you can take your source code (from a game or whatever) you wrote on Linux, put it in Windows and compile it to get the same final product without having to worry about all the different ways of calling the functionality. This, however, doesn't mean that one executable will work on all platforms. Additionally, if you are using something like OpenGL on Linux to make a program and want to make it on Windows as well that Windows box will need to have OpenGL installed on it.
Hopefully that makes sense.
#8
Re: Are they really portable?
Posted 26 January 2011 - 01:53 PM
#9
Re: Are they really portable?
Posted 26 January 2011 - 03:48 PM
#10
Re: Are they really portable?
Posted 26 January 2011 - 03:51 PM
#11
Re: Are they really portable?
Posted 26 January 2011 - 04:11 PM
#12
Re: Are they really portable?
Posted 27 January 2011 - 09:41 AM
I can't say much about many of these frameworks that were mentioned but according to the GLUT site it is portable because it depends on OpenGL which has implementations on a number of systems. According to their site, if it has OpenGL, you could probably compile the GLUT source and use it.
EDIT: Don't take my word for fact about GLUT. That was my take away from 20 seconds of skimming
This post has been edited by SpeedisaVirus: 27 January 2011 - 09:43 AM
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