The Following User Says Thank You to kkito For This Useful Post: | ||
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2009-06-11
, 20:11
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Posts: 3,105 |
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Joined on Jul 2007
@ Mountain View (CA, USA)
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#32
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The Following User Says Thank You to qgil For This Useful Post: | ||
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2009-06-11
, 20:13
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Posts: 3,105 |
Thanked: 11,088 times |
Joined on Jul 2007
@ Mountain View (CA, USA)
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#33
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2009-06-11
, 20:24
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Posts: 1,070 |
Thanked: 1,604 times |
Joined on Sep 2008
@ Helsinki
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#34
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and speaking of iPhone developers, it's interesting to see that iPhone is moving to OpenGL ES 2.0. I wonder how easy/complex will be to port such apps between both platforms.
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2009-06-11
, 20:53
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Posts: 2,535 |
Thanked: 6,681 times |
Joined on Mar 2008
@ UK
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#35
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2009-06-11
, 21:20
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Posts: 1,070 |
Thanked: 1,604 times |
Joined on Sep 2008
@ Helsinki
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#36
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I'm also guessing, but I suspect that the core of most games on the iPhone may well be using underlying OpenGL ES technology; but they'll be written in ObjectiveC.
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2009-06-12
, 09:37
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Posts: 42 |
Thanked: 61 times |
Joined on Mar 2007
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#37
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2009-07-21
, 17:01
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Moderator |
Posts: 7,109 |
Thanked: 8,820 times |
Joined on Oct 2007
@ Vancouver, BC, Canada
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#38
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2009-07-28
, 10:18
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Posts: 1,038 |
Thanked: 737 times |
Joined on Nov 2005
@ Helsinki
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#39
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2009-07-28
, 11:03
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Posts: 1,070 |
Thanked: 1,604 times |
Joined on Sep 2008
@ Helsinki
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#40
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I would assume that actually getting some decent games to the maemo platform will require paid content delivery model. Game development tends to require so much effort and time that getting paid is really needed. Now, trinket games is another thing. Fortunetely, for that niche (?) maemo has flash runtime. I would really not write trinket games on anything else but flash.
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Tags |
fremantle, n900, nanogl, opengl |
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Sorry for my english, i know it is bad