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Questions tagged [porting]

The practice of converting software from it's originally designed-for medium to another.

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I'm rather new to video game development, as I have only released one indie game on the web. Every time I have demonstrated the game at a public event, it has always received some kind of reception. ...
Azariah Easey's user avatar
1 vote
2 answers
961 views

I'm looking to port a JS web game to console (Nintendo Switch and PlayStation 5). With the WiiU, it had native HTML5 support. These are my current solutions: Built-in browser: Currently, the only way ...
LJones's user avatar
  • 23
1 vote
1 answer
144 views

I've been working on a project of mine(a game with SDL3 + OpenGL ES 3.2), and as of right now I want to port it to android with android NDK, I compile my game as a library(compiles and links correctly,...
koogel's user avatar
  • 79
-1 votes
1 answer
3k views

I've been making my own games in many different languages (mainly Scratch, Python 3 with Pygame, and JavaScript), but, so far, none of them have been ported to the Nintendo Switch. How can I do this?
Zachary Rude's user avatar
0 votes
2 answers
1k views

I have coded a simple video game in Java. It works fine on all computers that have Java installed. However, I would really like to play it on my smartphone and it would also be nice to be able to play ...
Saitou Gin's user avatar
1 vote
2 answers
249 views

I'll try to keep things brief and provide some context. I was playing MineCraft one day and this question popped into my head. I was thinking about some of the things that the Bedrock edition of the ...
Francis's user avatar
  • 13
1 vote
1 answer
177 views

I've recently finished version one of a simple arcade game I've been making in SFML. I've already spent months on the physics engine and game, and I'm wondering how much time it will take to port it ...
john_shreds's user avatar
2 votes
1 answer
852 views

I have already made an html5 game and it is in service. I want to service this at Android app too. I know little about Java or Kotlin, so I think the least risky way is to use a webview. There is ...
msm082919's user avatar
  • 161
4 votes
0 answers
146 views

When I port between Desktop games and Mobile games, I find I always make a kludge out of the interaction events. I typically end up hard-coding event handling for mobile, and event handling for the ...
Bram's user avatar
  • 3,744
0 votes
1 answer
317 views

I'm early in development working on a game in HTML5/JavaScript canvas, and I wondering if porting the game with some HTML/JS to .EXE converter would allowed it to be posted on consoles? I think it ...
user avatar
4 votes
2 answers
5k views

I'm not a game developer (hope to be one day though!) and was wondering how devs handle porting their games that use DirectX to PS4/Switch? From what I know neither supports DirectX, only OpenGL, and ...
Sol33t303's user avatar
  • 143
1 vote
0 answers
808 views

I really like LibGDX (using Java). It has a great community with a lot of resources and many nice features included. But I would also love to develop games for the Nintendo Switch, PS4 and Xbox One. ...
vedi0boy's user avatar
  • 129
5 votes
1 answer
764 views

I made a game with OpenGL 4.3(core profile) and C++. I used GLFW3 for window and context management. I am also using bunch of third party library which are also available for linux. What things do i ...
videogamechef's user avatar
1 vote
1 answer
2k views

I have successfully compiled SDL for Android using the example, which uses C. Is it possible to use C++ too? I am trying to port a C++ game which uses SDL 2 to Android. If it is possible, how can I ...
Z0q's user avatar
  • 145
0 votes
0 answers
1k views

I've recently rebuild shaders for my program and it stopped "working" ( black screen ) on OS X ( El Capitan ), but it's ok on Linux. What could be the cause? There are no shader compilation errors, ...
Marqin's user avatar
  • 260
4 votes
0 answers
111 views

So I've ported a terrain generator to SA:MP (a GTA:SA mod that connects you to players around the world). The terrain is generated perfectly, after only a few hours of scripting. I was surprised how ...
Corey Iles's user avatar
9 votes
3 answers
12k views

I'm thinking on technical design for a game/game engine using OpenGL, and I wonder if there is any recent consoles (Xbox360, PS3, Wii U, Xbox one and PS4) that I could work with if I do so. I found ...
Aracthor's user avatar
  • 1,039
0 votes
1 answer
5k views

I have seen some decent ports to Android of old PC games. The graphics and game engines are the same, and all that seems to have been changed was the key mapping, and adding touch-screen events. I ...
Bryan's user avatar
  • 111
5 votes
1 answer
3k views

I've been messing around with SFML, it's my first experience with C++ and I'm enjoying it. But I'm wondering how to publish my game onto anything other than a native platform. Noting that this is my ...
Heasummn's user avatar
1 vote
0 answers
1k views

I have made a simple Windows Monogame project (using the DirectX template). What are the steps to port my game over to MacOSX? If I need to change my Monogame project so that it uses a OpenGL ...
vroomvsr's user avatar
  • 155
2 votes
2 answers
2k views

I have a small game made with SDL2 and I want to port it to Windows. Would I hav eto write a lot of #ifdefs to port it or will the very same code work on Windows ...
twkmz's user avatar
  • 183
0 votes
1 answer
354 views

I'm want port my sandbox game to Android and iOS. Game written in AS3 (i'm use my simple 2d engine on stage3d). What do you recommend I use? Haxe + OpenFL MonoGame + Xamarin (C#), or other 2D engine ...
Rusildo's user avatar
  • 103
0 votes
1 answer
570 views

I am new to minecraft modding but i program for a living and it looks quite simple to get around. I have this fantasy and a quick internet search shows im not the only one. For those of you who do not ...
PIRATE FIFI's user avatar
1 vote
1 answer
201 views

I was porting some code from DirectX to OpenGL. I have the following code: ...
The Light Spark's user avatar
0 votes
2 answers
529 views

I'm implementing a D3D10 version of my renderer (not porting to avoid losing Windows XP support). I didn't go straight to D3D11 because MSDN and other sources recommend upgrading to 10 and then to 11. ...
dario_ramos's user avatar
0 votes
2 answers
179 views

I am an android developer, and I've made several apps on the Google Play Store. I'm currently working on my first game, which is just a simple RPG for android, that I'm coding in Java with the android ...
torch2424's user avatar
1 vote
3 answers
3k views

I have almost completed a game written in flash/as3 using flixel. How can I sell it through steam ? A few years back, (I was a full-time flash game dev back then..) there were 2 choices: Use Adobe ...
yannicuLar's user avatar
1 vote
2 answers
3k views

My friend just made a game and has a bunch of installs on the Android/Google Play. I'm curious if it's possible at all to port said game to a flash game. I've seen tutorials on how to port an .swf ...
yuritsuki's user avatar
  • 1,257
26 votes
5 answers
28k views

PC ports of console games often come out a month or two later. Why is this? Games are written in languages that compile on PCs too, so the game logic should compile without issue. What's holding them ...
Bloodcount's user avatar
2 votes
1 answer
963 views

I have no experience with Objective-C and I know iOS simply as a user of iphone and ipad devices. Now, I know that Unity3D can port my game to iOS without needing to know Objective C (that's what ...
jackwyn's user avatar
  • 219
-4 votes
3 answers
386 views

I would like to develop some 2D and 2D Isometric games. Anything ranging from Tetris to Terraria style games. My problem is that if I develop said game for a PC user, I want to be able to port it web ...
Zombies's user avatar
  • 93
1 vote
1 answer
741 views

I am trying to port a XNA project to MonoGame which involves a DLL game library that I created. This library uses the IGameComponent, IUpdateable and IDrawable interfaces to load one of my library ...
ChrisC's user avatar
  • 2,614
8 votes
1 answer
4k views

I'm porting an app to iOS, and therefore need to upgrade it to SDL2 from SDL1.2 (so far I'm testing it as an on OS X desktop app only). However, when running the code with SDL2, I'm getting weird ...
Gabor's user avatar
  • 107
1 vote
0 answers
170 views

There was this old stick figure game for Windows I played a while back. You, playing as a stick figure, run around on a 2d map with guns and fight other stick figures. You can get power ups, like ...
Kyle's user avatar
  • 119
2 votes
5 answers
2k views

I have a game written in C++ (using STL and c++11 extensively). I would like to do the following things: Attach graphics to this game -> Think chessboard of some kind. I just need some pictures ...
ScarletAmaranth's user avatar
2 votes
3 answers
535 views

I'm working on a project with a buddy, he doesn't have a 360 nor does he have the money to get one right now, but we want our game to be submitted to XBLIG. So right now we're both designing our game ...
Lester Peabody's user avatar
3 votes
2 answers
484 views

I have a succesfull Facebook poker game that is running very nicely. I was asked if I can port my game to other platforms - mainly mobile devices (phones as well as tablets, would tablets need a ...
James Clifton's user avatar
3 votes
1 answer
509 views

I'm trying to convert the following code to Java: glVertexPointer( 3, GL_FLOAT, 0, &(mesh.m_PositionBuffer[0]) ); Where ...
Gerstmann's user avatar
  • 207
0 votes
1 answer
487 views

Currently I'm doing some prototyping with physics in Python and I later plan to port the code over to C++. Box2D has some features that I really like so I'd rather use that library instead. The ...
Paul Manta's user avatar
  • 3,197
3 votes
1 answer
630 views

I am trying to learn game development with the Unreal Development Kit and Unity, trying both out, and trying to get an idea how they work. For now, I'm mostly focusing on PC games. How hard is the ...
blacker's user avatar
  • 41
1 vote
1 answer
1k views

I've ported my engine to iOS and have been using the C++ version of Box2D. Everything runs fine except on collisions, it seems Box2D and Farseer handle collisions somewhat differently. Anyone know ...
meds's user avatar
  • 1,480
3 votes
2 answers
1k views

I'm porting a C++ game to Android using the NDK and there's one bottleneck that's really slowing down the code: gluScaleImage(). Does anyone know of a faster way to scale image textures?
Nick Gotch's user avatar
-2 votes
4 answers
1k views

I mean: i don't think they made 4 differnet game for each platform. How they achived such huge cross-platform? (Did they use a graphic engine that already supports all of them?) Thanks
dynamic's user avatar
  • 155
13 votes
6 answers
977 views

I've been developing casual iPhone/iPod Touch games touch for about two years. I'd like to port some games to the Android platform. Since I'm stuck w/ a two year iPhone contract I don't want to get ...
MrDatabase's user avatar
  • 1,951
33 votes
6 answers
12k views

As above really, I'm writing an android based game in my spare time (android because it's free and I've no real aspirations to do anything commercial). The game logic comes from a very typical ...
metdos's user avatar
  • 638
13 votes
2 answers
1k views

I made a game, and I want to port it to the Playstation 3. What do I need in terms of hardware, money, licenses and such?
Dr. Snoopy's user avatar
  • 5,115