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[Open Source] General 2D Level Editor || Any Interested?
#16
I'll admit I have a bit of a bias towards java because I want to develop 2D games for browser and mobile (as they dont get much attention if any on actual consoles)
I'd say the 3 important things here in order of importance are, do you need the absolute efficiency? and how fast do you want to develop? which would you prefer to develop with?
if you don't need full on efficiency then high level languages / libraries hold no problem to use, if you don't need to develop lightening fast then not using high level languages / libraries is also a non-issue, if you'd rather develop with a specific language / library and are not limited by the first 2 factors then go ahead.

That said if you want to expand into greater projects C++ is a definite game changer and will give you a completely new perspective on programming, often for the better.
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#17
Yeh, In the future, i hope to work in the console gaming industry which is the only reason i'm even considering c++.

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I'm going through a sfml tutorial and it seems pretty nice so far. I don't think it will take long to convert my xna stuff to sfml. Although, i'm having a bit of trouble searching google for how to compile sfml games and apps to other platforms.
Animations - MFGG TKO (scrapped) - tFR
[Image: QUmE6.gif]
"It feels that time is better spent on original creations" - Konjak
Focus on the performance, the idea, not the technical bits or details - Milt Kahl
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#18
I'm not sure how to develop cross platform, typically high level languages which work cross platform will work quite widely given a single build, but to my knowledge (which may be wrong) in lower level languages such as c++ you will need to have seperate builds replacing certain calls which may require OS specific libraries, I think, timing, command line handling, windows and respond loops are usually handled via OS specific libraries, you'll probably need to google it a bit more though because I've never actually attempted cross platform development, its usually a task for a team (good communication while testing on different platforms is essential, 1 developer alone will be a problem for cross platform, a lot of faffing about for testing.)
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#19
Yeh, all i got is a windows computer so i'd have to ask others to test it out on different platforms... I think i found out what i have to use in order to make it cross platform. Its called CMake. I just gotta figure out how to use it =/ Hopefully that won't be a problem or take long.

Btw im not using c++ for anything public. I'm just learning and messing with it right now. I won't do or make anything public with it until i actually know how to use it. I'll probably keep switching between c++ and c# while using sfml. Once i get comfortable enough, i'll probably stop using c# for a little. It won't be permanent, it would be just for experience.
Animations - MFGG TKO (scrapped) - tFR
[Image: QUmE6.gif]
"It feels that time is better spent on original creations" - Konjak
Focus on the performance, the idea, not the technical bits or details - Milt Kahl
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#20
Well, when it comes to SFML I'm fairly sure it's already completely cross-platform and contains everything you need, so you can use the same sources no problem - just build on each platform as required.

As a result, you only really need to set up the IDE (Code::Blocks is cross-platform, by the way!) and a compiler/linker/etc.
There's MinGW for Windows and plain old GNU Compiler Collection for Linux. Not sure about Mac yet but I suppose the tools are out there.

CMake and make tools in general don't seem that hard to use. You can even have a graphical front-end for it and everything.

As for testing, you could probably run a virtual machine but you'd have to pirate OSX if you wanted to use it Shy
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