Abstract
this chapter is about creating portable game code. I’ll introduce the approach I used personally in the development of my iPhone game Smiles, which we’ll look at first. Next, we’ll dive into the subject of portability—what it means and how to get started. Then we’ll dig in to the specific issues and considerations for working portablyon the iPhone, including the iPhone operating system, system time, and how to support frame skipping in a portable way. I’ll end the chapter with a practical example of a portable application. For this occasion, I cooked up a simple physics demo you can play on your iPhone, or download and compile for your PC.
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© 2009 PJ Cabrera, Joachim Bondo, Aaron Fothergill, Brian Greenstone, Olivier Hennessy, Mike Kasprzak, Mike Lee, Richard Zito, Matthew Aitken, Clayton Kane
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Kasprzak, M. (2009). Multiplatform Game Development: iPhone Games for Linux and Windows. In: iPhone Games Projects. Apress. https://doi.org/10.1007/978-1-4302-1969-9_6
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DOI: https://doi.org/10.1007/978-1-4302-1969-9_6
Publisher Name: Apress
Print ISBN: 978-1-4302-1968-2
Online ISBN: 978-1-4302-1969-9
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