Opengl 2.0 render not supported angry birds
![opengl 2.0 render not supported angry birds opengl 2.0 render not supported angry birds](http://www.kombitz.com/wp-content/uploads/2011/04/driver01.jpg)
- #Opengl 2.0 render not supported angry birds how to#
- #Opengl 2.0 render not supported angry birds full#
- #Opengl 2.0 render not supported angry birds android#
- #Opengl 2.0 render not supported angry birds windows#
The cost of porting a game is pretty trivial if it's worth porting. The general case for Indie developers is develop for whatever you're most comfortable and worry about that other stuff once you actually have something worth worrying about. Indie games rarely push the computation and memory boundaries so porting isn't particularly difficult. Furthermore publishers are fairly willing to front the money for porting if you have a fully working game already designed and playable no matter what platform it was initially developed for.
![opengl 2.0 render not supported angry birds opengl 2.0 render not supported angry birds](https://img.youtube.com/vi/Avq1yaHFVlo/0.jpg)
If your game is successful on one platform a porting studio will be willing to work for a revenue percentage as indies are much more willing to give away significant percentages. Subcontracting to a porting house is just as common if not more common for indies. The more technically proficient indie developers hopped onto the Unit圓D wagon given how that engine is general purpose enough for any type of project and had great support for indies early on. A surprising amount of indie games start as GameMaker games requiring porting for any sort of proper commercial release. Most successful indies worry even less about multi-platform support, and very few indie developers roll their own tech. OpenGL gets the job done but it's very uncomfortable to use. For the programmer, D3D is a lot nicer than OpenGL in many ways and that is unfortunately not going to change for the foreseeable future. OpenGL 3 actually deprecates some of the old features but does not change the API, only removes the old parts.īut the API is still a horrible mess with a global state and weird side effects, even if a lot of stuff was removed. OpenGL 2.x was the "big change" from the old fixed function pipeline to a programmable shader based pipeline, but nothing was removed or deprecated in order to provide an incremental porting path. OpenGL 3 is comparable to D3D10 and OpenGL 4 to D3D11.
#Opengl 2.0 render not supported angry birds full#
It's a subset of full OpenGL and does not fix the inherent design issues with the API.įeature-wise OpenGL ES 2 is like DX9 which is like OpenGL 2.1 sans the legacy crap. > OpenGL ES 2+ is more like DX10 and less like Open GL. OpenGL/D3D have no notion of "3d", there are no models, cameras, scenes, etc. Not only do they abstract away API details, perhaps even provide an api independence layer but they actually make the 3d magic hapen. > Many studios use game engines that either abstract away the graphics API or at least greatly simplify it. Write the majority of the logic in C++ (all of these platforms have ways of utilizing C++ code), and use a graphics wrapper that isolates the rendering code, so you can work with OpenGL ES or Direct 3D interchangeably. Use middle-ware as discussed above already
#Opengl 2.0 render not supported angry birds windows#
Such wrappers already exist, and it is not too terribly difficult to roll your own if you prefer.Ī lot of times, when you see a big game that is available on iOS, Android, AND Windows Phone / RT, usually they have done this: If I was writing some other app that used OpenGL ES, I could still make a port for Windows Phone / Windows RT by using a wrapper for the graphics-specific code. This takes care of the underlying differences between OpenGL ES and Direct 3D, so the developer can focus on the game itself and not worry too much about the rendering engine or graphics API. If I was serious about writing a cross-platform mobile game, I would use some middle-ware like Unity, Unreal Engine, Cocos (yes there is a version for Windows Phone), etc.
#Opengl 2.0 render not supported angry birds how to#
Let's just have a practical discussion about how to target multiple mobile platforms. Arguing and flaming about this on the internet is not productive. There's no reason to have a "brand loyalty" flame war.
#Opengl 2.0 render not supported angry birds android#
Sounds like he was just implying that they have a relatively small installed base compared to iOS / Android products. He didn't say anything about the quality of Windows RT / Windows Phone products.