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proton_info [2010/10/25 14:51]
seth
proton_info [2010/12/28 14:16]
seth
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   * Engine is just source files included in the project, no separate libraries to link for debugging ease (not including system libraries like zlib and gles in some cases)   * Engine is just source files included in the project, no separate libraries to link for debugging ease (not including system libraries like zlib and gles in some cases)
-  * "​almost zlib" free/open licensed GL/GLES optimized alternative to libraries like SDL - can be used and shared everywhere without worries.+  * "​almost zlib" free/open licensed GL/GLES optimized alternative to libraries like SDL - can be used and shared everywhere without worries
   * Components designed to be modular and loosely linked, should be possible to understand and fix bugs when you find them yourself   * Components designed to be modular and loosely linked, should be possible to understand and fix bugs when you find them yourself
   * Created to be easy to compile on many systems, a single .mak should be all that is required, avoiding the automake/​configure tools   * Created to be easy to compile on many systems, a single .mak should be all that is required, avoiding the automake/​configure tools
-  * Device specifics abstracted out, native UI usage avoided. ​ Games look and play the same on all devices, but you won't see the standard iOS buttons or dialog boxes in your game for example. +  * Device specifics abstracted out, native UI usage avoided. ​ Games look and play the same on all devices, but you won't see the standard iOS buttons or dialog boxes in your game for example ​(with some exceptions, for instance, the native pop-up keyboard is invoked for text entry if needed) 
-  * Can write raw GL/GLES code and easily import ​existing C/C++ source you have +  * Can write raw GL/GLES code and use existing C/C++ source you have 
-  * An (optional) entity/​component system that is designed to conbat ​"​entity bloat",​ subclass hell and complexity creep - an entity can be anything, an entire game, a widget, a non-rendering sound that plays every ten seconds or something that detects when the Escape key is hit+  * An (optional) entity/​component system that is designed to combat ​"​entity bloat",​ subclass hell and complexity creep - an entity can be anything, an entire game, a widget, a non-rendering sound that plays every ten seconds or something that detects when the Escape key is hit
  
 == What Proton SDK isn't === == What Proton SDK isn't ===
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   * Not easy to use for everybody - This is a bad choice if you aren't already very comfortable with reading C++, as the code is the main documentation (hey, it's always up to date!)   * Not easy to use for everybody - This is a bad choice if you aren't already very comfortable with reading C++, as the code is the main documentation (hey, it's always up to date!)
   * Not a one button solution for putting your games on Android and iOS.  You still have to understand these platforms and get your hands dirty to release to these platforms. ​ Otherwise when something breaks, you won't know how to fix it.   * Not a one button solution for putting your games on Android and iOS.  You still have to understand these platforms and get your hands dirty to release to these platforms. ​ Otherwise when something breaks, you won't know how to fix it.
-  * Not every platform is supported yet.  Looking for volunteers! ​ Or, [[seth@rtsoft.com|send me]] a device/SDK and I'll see what I can do. +  * Not every platform is supported yet.  Looking for volunteers! ​ Or, [[seth@rtsoft.com|send me]] a device/SDK and I'll see what I can do 
-  * Doesn'​t look and "​feel"​ like a native app.  For games, this usually isn't a problem. ​ But if you are writing a spreadsheet or twitter client, this would be the wrong thing to use. +  * Doesn'​t look and "​feel"​ like a native app.  For games, this usually isn't a problem. ​ But if you are writing a spreadsheet or twitter client, this would be the wrong thing to use 
-  * Not a full game engine, more like a toolkit. ​ For example, you won't find built-in pathfinding or a level editor like with [[www.rtsoft.com/​novashell|Novashell]] +  * Not a full game engine, more like a toolkit. ​ For example, you won't find built-in pathfinding or a level editor like with [[http://www.rtsoft.com/​novashell|Novashell]] 
-  * Made by [[www.rtsoft.com/​pages/​about.php|one guy]] who isn't charging so adjust your tech support expectations accordingly+  * Made by [[http://www.rtsoft.com/​pages/​about.php|one guy]] who isn't charging so adjust your tech support expectations accordingly
  
 +== What's the down size of all this entity/​component stuff the framework has? ==
  
 +  * It can be slow.  It's mostly boost:​signals fault.  ​
 +  * If you have 200 entities, you should not be using entities and components for them, you should be using one component that handles all your entities in a faster more logical form.
 +  * It's complicated. ​ If you aren't organized the abiltity to create variables and functions on the fly (and schedule same) can get out of control fast!
 +  * The syntax is sucky. ​ Forcing C++ to approach the features of flexible languages like lua and python just isn't a perfect solution, you'll have to decide if the trade-offs of being able to stay in glorious C++ at all times is worth it.
 +  * The good news is you don't really have to touch that stuff at all, it's optional. ​ But especially for GUIs it's very useful.
proton_info.txt · Last modified: 2011/04/26 22:34 by seth