![]() Shout I switch to MacOS must or just develop on windows and then port to other platform? Need I switch to MacOS for cocos2d-x development, when the target is iPhone, iPad and Android devices? ![]() Hi, I am a windows developer working on Visual Studio. Actually there some personal flavours, for example, I have deep knowledges in QtCreator (and some contibutions to qt-project repository), so I prefer QtCreator+Linux for any prototyping and can avoid common problems of such environment. So XCode + ios simulator + ios and android devices for periodical testing is the best choice for indie developer. You will not see perfomance issues running game directly on windows. You should maintain project file for Visual Studio when using windows. * Right now win32 version have issues in CocosDenshion: no volume control and mp3/ogg support. So port to android at final step, but try to avoid using platform-specific APIs, or create own cocos2d extensions with multiple platform-dependent backends. ![]() Eclipse* emulator also need computer with ~8GB memory and will slow down whole system otherwise. * Android emulator is slow and setting up native code debugger in Eclipse is hard. Other variants like Visual Studio 2012 and Eclipse CDT are not so convient. QtCreator is the best for code mantanance. * XCode itself is the best IDE for rapid development in C*+.
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