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proton_info [2010/12/15 01:45]
seth
proton_info [2010/12/28 14:16]
seth
Line 11: Line 11:
   * 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 ===
proton_info.txt · Last modified: 2011/04/26 22:34 by seth