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proton_info [2010/10/29 13:15] sethproton_info [2010/12/15 06:23] seth
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   * 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 easily import 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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   * 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!   * 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 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 GUI'it's very useful.+  * 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