Posted: 5th Sep 2011 11:24
Need I use XCODE to compile MAC and IOS version ,and VS2008 to compile WINDOWS version? It seems it's not good as Tier1. Can I use one IDE to release two kinds of versions?
Posted: 5th Sep 2011 11:26
If VS2008 can't build mac version,why there are ios libs in the platform folder?
Posted: 5th Sep 2011 11:27
I think I have so many questions to ask.
Posted: 5th Sep 2011 23:35
The ios lib is the player project I think.
Posted: 6th Sep 2011 4:13
The Platform folder is used by XCODE on a MAC to compile the iOS and Mac applications. Inside this folder you will see the various platforms we support divided into folders. As we add more platform support, expect to see more folders in here such as Android, XNA, e.t.c.
Posted: 6th Sep 2011 6:45
Thank you!
Posted: 6th Sep 2011 12:36
\o/ XNA!!!
Posted: 6th Sep 2011 13:02
So does that mean a C# Tier2 is incoming?
Posted: 9th Sep 2011 3:48
Everything is coming, just in a deliberate order Our ambition for AppGameKit is that we support a LOT of platforms with strong support for all the game-like functionality and ease you came to expect from DBP. We're working on Android now, browser technology will follow and onwards through the popular maze of devices out there. We have plenty experience with C# and XNA too, so we're not afraid to take on any platforms you can monetise your apps on.
Posted: 9th Sep 2011 11:28
Would be interesting to see how AppGameKit will look like on Windows Phone.

In Windows phone you develop using Silverlight & a version of XNA, and not c++, if i am right.
Posted: 11th Sep 2011 0:14
Nearly right, we use the XNA development system which uses C# (C sharp). It's close enough to C++, but has some basic differences which makes the code sufficiently different to thwart a simple code conversion. That said, we've managed to get the whole bag of tricks for a game engine running in XNA so it's just a case of clicking some blocks together