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  • Create games and apps that run on nine platforms in C++: OSX, Win, iOS, Android, WebOS, RIM Playbook/BBX, Linux, Flash, HTML5 (note: Flash, BBX and WebOS are no longer actively supported for obvious reasons)
  • For non console apps, entire engine is based on GL (OpenGL ES 1.X or GL 1.3)
  • In App Purchase integrated for iOS, Android, and webOS through a single interface (IAPManager)
  • Third party systems integrated: Tapjoy, Hooked, Chartboost, Startapp, Flurry
  • System specifics are abstracted, hiding the gotchas and caveats of each platform, while still harnessing the full power of the native hardware (for instance, hardware audio decoding on iOS)
  • Sigslot based (with boost::signals) messaging system that lets you dynamically schedule calling entity and component functions, set variables
  • Supports fake screen resolutions with stretching, so you can target only a few sizes and automatically scale up/down to the closest one
  • Internal component based GUI system with menus, buttons, scrolling, text input (supporting hardware and soft keyboards)
  • 2D and 3D Particle system (LinearParticle for 2d, and Irrlicht for 3D)
  • Font system supporting in-line coloring, kerning, scaling, wrapping. Imports BMFont generated fonts. (no unicode support)
  • Simple to use AudioManager with smart caching, streaming, and per sfx controls. (Supports 6 backend audio implementations)
  • Automatic internal handling to seamlessly deal with power-of-2 texture limitations
  • Socket and HTTP classes, in-game file downloading, Enet based UDP support, IPV6 compatibility
  • Powerful 2D image handling with scaling, tinting, rotation, animation, image conversion
  • FileManager that transparently handles decompressing files when needed, supports mounting zips as filesystems, automatically mounts Android .apks
  • Get abstracted input from touch, mouse, DInput, iCade, Xperia gamepad, 60Beat Gamepad, accelerometer. Supports multi-touch on most platforms including Win7/Win8
  • RTPack command line tool intelligently handles image conversions to .rttex format, a wrapper that handles multiple formats including jpg and (optional) powerVR compression types. Also compresses any file and can create .rtfont font files.
  • Requires minimum outside dependencies for portability, most are included (such as libjpg, libpng, a small subset of boost, etc)
  • Large group of cross platform utility functions suitable for stealing if you want (Such as RemoveDirectoryRecursively, CreateDirectoryRecursively, LaunchURL, etc)
  • Separate “system” and “game” timers make pausing the game easy
  • Built-in database system (VariantDB) can serialize key/data pairs to/from disk or raw memory easily
  • All C++ source is “right there” making debugging easier - don't know how to use a component? Look at its source
  • Even if you don't plan on selling a desktop version of your game, having a native desktop binary makes it a breeze to debug and record high speed movies of your app for promotion purposes
  • HTML5 output via emscripten supports useful things like transparent handling of file downloading and persistent file storage, smartly works around browser security “only do it on an OnClick” issues so URL opening and playing audio “just work”, even on iOS
  • Raspberry PI support
  • Good for image manipulation: JPG/PNG support, SoftSurface class can do many pixel-level things like converting between 8/16/24/32 bit including eight bit lost arts such as working with color keying and palettes. SoftSurface can also work in console only programs (see RTPack) making it easy to create multi platform command line utilities
  • Includes Visual C++ 2017 solution files for Win, Xcode files for iOS & OS X, .mk based command line make setup for Android, CMake files for linux based systems, .bat file compile setups for HTML5/Emscripten

The Insane Proton Sigslot based Entity/Component System

  • No messy C++ hierarchy - Only a single entity type that lets you add components and additional entities as children
  • No hard-coded Render or Update functions, a very different way to think about and use entities
  • Loose coupling, can call functions, get/set variables without knowing anything about the entity/class - directly or scheduled
  • Dynamic creation and runtime binding of function and variables. Supports reflection, remote procedure calls, tweening
  • Components can share data and work together - for example, adding the RenderTrailComponent will add a 'trail' without knowing anything about the component (s) that is actually handling rendering
  • Can request callbacks when data is changed or functions are called
  • You can just ignore the entire entity system if you want, or just use it for your app menus/GUI
proton_features.txt · Last modified: 2018/07/28 07:54 by seth