Make a game with Cocos2dx on Linux - linux

I'm some familiar with Cocos2d and Cocos2dx.
But only I worked in Mac, I know which is possible work with this engine (Cocos2dx) in Windows, but I don't know if is possible develop a game on Linux.
By the way:
I'm not talking about a port, I want develop a Videogame multiplataform on Linux.
Would be great know the way of how start my game on Linux.
Thanks!

While I haven't tried it, cocos-2dx is, according to their documentation, is usable on Linux although my understanding is that this means one can build android projects using cocos2d on Linux.
In terms of where to start, I've used both SFML and SDL as both are well supported on Linux. Both are cross platform although SDL supports a wider range of platforms - I have an SDL2 game in progress that runs on Linux and android for instance whereas SFML does not yet have android or iOS support. Coming from cocos2d though I think you'll find the SFML API easiest to pick up.
As a fair warning, the landscape is a bit confusing at present because both SFML and SDL have a popular stable release (1.6 for SFML and 1.2 for SDL) with one API along side a popular development release (2.0 for SFML and 1.3/2.0 for SDL) that has a similar but not identical API. This is particularly noticeable with SDL where the documentation for 1.2 is much better than the documentation for the development API. In terms of choosing one over the other, the stable releases are precisely that - stable. In both cases the development releases have been under way for some time so if you are willing to dig for documentation a bit and ask questions it's worth getting the new features.
There is book that provides a nice introduction to Linux game development that, while dated, might be a good first step if this is your first outing with games on Linux, especially if you decide to use SDL Programming Linux Games.
Update:
I saw the directions here and after (roughly) following them cocos2dx does build on my Ubuntu 12.04 x64 machine. The "Set up Environment" directions seem sound but the makefile information appears to be out of date as there is no build_linux.sh instead there is a make-all-linux-project.sh. After this finished pulling in missing deps and building I changed into the samples/HelloCpp/proj.linux directory and ran make. This created a HelloCpp binary in samples/HelloCpp/proj.linux/bin/debug. Running that popped a HelloWorld cocos2d screen. According to the output the verison is:
cocos2d-x debug info [cocos2d: cocos2d-2.1beta3-x-2.1.0]
That said, I don't see a lot of documentation for the linux port and most of the related community entries seem to be out of date so you may find more support from using one of the libraries I already mentioned.

Download cocos2d-x project there is a test sample games which compiles on all platform android, windows, iOS , Windows Phone ...See you are going to code in c++ that's it then whether you build it in linux or any other platform doesnt matter for cocos2d-x kind of engine
so i suggest start with the sample projects of cocos2d-x .... and as you want to do it in linux ...make something then compile it in linux like I do ...

Related

Can I port a cocoa app made in swift to Windows and Linux?

I have a Cocoa app that I wrote targeting OS X 10.11 using swift and storyboards. Is there a way to port it to Linux and Windows, or at least part of it? (e.g. moving some code a Cocoa framework and using a tool to port it etc.)
I saw this question that mentions Cocotron, but it's only for Objective-C and it seems it's not fully developed.
Thanks for you Advice
Apple has said that Swift will be open sourced "later this year" and ported to Linux, but they haven't said any such thing about Windows.
QT is one of the solutions for porting cocoa to windows, but even qt is limited... in a good way. i mean youre not gonna want to program a windows application with ios features in mind like screen shaking.
other solutions consist of devolpers porting cocoa functions and they as well as qt can be incomplete even within the realm of possibility like volume buttons and clicking to change views, etc.
this is the essence of toolchains and frameworks
research those as they are available on swift for windows etc
there are several ways that porting code is possible.
binary, compiler infrastructure are the things that come to mind
sorry if this answer seems uninformative, counter-methodical/"rebellious" or philosophical
Edit: cocoapods.org
Edit: https://swift.org/blog/swift-on-windows/
Edit: http://www.wxswift.org/
there are currently no libraries for writing swift apps on windows, and cocoa is currently only working on ios macos etc
Edit: I recently learned that you can port over existing code onto other platforms via simulation systems like sandboxes and the Wine application on mac which allows 32 bit windows apps to work on mac. if you want to make an app for everyone, then youll have to bundle it with one of those structures - as simple as possible
hope you find this useful
im a beginner swift programmer so this is new to me too
Apple have begun porting Foundation to Swift for use on other platforms:
https://github.com/apple/swift-corelibs-foundation?files=1
UIKit will be much harder but might happen eventually.

Run Google Native Client (nacl_sdk) on Samsung Chromebook

I was trying to follow the the installation tutorial of the Native Client SDK found here. However, my Samsung Chromebook (in developer mode) does not want to run ./naclsdk (chmod +x done), but instead returns the following:
32-bit runtime environment was not found on this
system. Specifically the 32-bit dynamic loader which is needed by the NaCl
compilers was not found ('/lib/ld-linux.so.2'). On modern debian/ubuntu
systems this is included in the 'libc6:i386' package.
On here they write that the PNaCl should run on ARM computers, however, on some other forums I read that wasn't the case. I've tried enabling two flags, as described on a site which I can't post due to a lack of reputation, but it looks like that'll only change things when using PNaCl, not during the installation of the SDK.
Is it possible to install that SDK on my Chromebook and, if so, how?
There's a bit of confusion: when the documentation says "PNaCl and NaCl work on ARM", it means the part that runs inside of Chrome which users would use. The SDK is currently only built for x86-64 Windows/Linux/OSX, and not for ARM. The main reason is that it's never been requested, probably because ARM machines are quite slow compared to usual development machines.
That being said, I don't think it's silly to use ARM as a development machine, and I've built my own PNaCl toolchain for ARM in the past. There are build instructions for the toolchain. I haven't built it recently, and it may have bitrotted a bit so if you run into issues I suggest emailing the team or better yet sending a patch! I expect any issue to be fairly minor, especially if you only want to use pnacl-clang or nacl-clang (as opposed to the GCC toolchain).

Implementing an Alternative to Adobe AIR in for Linux

I use a product called ReadCube on my desktop, and the creators haven't developed a version for Linux because AIR for Linux does not include many features the same way the Mac and Windows versions do, and so the development of a Linux version would be difficult for them to do. From reading adobe's website, it looks like there won't be any updated version of AIR for linux anytime soon.
I'd like to know if it would be feasible for one person to develop an alternative to AIR for Linux that app developers could build upon. I'm not sure what this would entail as I can't see the source code for AIR so I'm not sure what technology is involved aside from the short wiki description that it allows developers to combine HTML, Javascript, Flash and other things to make applications.

Is there a cross platform desktop framework that would utilize native libraries such at .NET and Cocoa?

I am starting a project that is heavily graphics related (think, paint app with layers).
Anyway, I have a long history in C#, Java, JavaScript and Ruby. This application will be open source.
But what I'm looking for is a "build once, use everywhere" framework. Most of the platforms I've looked into either seem to be far too outdated, too complicated, or just not a right fit.
I've looked into Swing, WindowBuilder, wxRuby, etc. So many choices and none seem modern enough, have good documentation, etc.
I was a C# desktop developer for years so if I were targeting Windows only, I would go that route easily. But I want my app to run on Macs too. But, I would like the Mac version to look like it was designed for a Mac and the Windows version designed for Windows, etc. I'm looking at the Mono Project currently. But the idea of my Mac users installing Mono doesn't appeal to me.
Anything Ruby based would be cool but not required.
Anyway, what are some recommendations? I use NetBeans, Eclipse and Visual Studio. So I'm not concerned with learning new IDE's if I had to. I even thought about doing it all in JavaScript and using the canvas but since I need to work with large, local binary files, I didn't know if that would be a good option.
Thanks for any suggestions.
Real Studio can create cross-platform desktop apps for OS X, Windows and Linux. It can also create Cocoa apps and you can use it to interface with Cocoa directly when needed.
However, Real Studio creates Win32 apps, not .NET apps so you cannot directly interface with .NET libraries.

Which Linux distribution for VMWare Workstation Guest?

I've been fighting a whole day with UNIX utilities - so sorry if I appear confused! I'm describing my painful and (so far) fruitless process a little because maybe someone may correct me, or maybe describing the process might be helpful to someone later on. If you want to skip this, the question is bolded below.
So I'm trying to convert a Linux program developed using kdevelop. I'm trying to make it run on Windows 7. (This is the SHoUT Speech Took mentioned here, developed by Marijn Huijbregts).
I've wasted half a day trying to install kdevelop on Windows, only to understand that kdevelop can't run on Windows and that I've been installing KDE all that time :( (If kdevelop CAN run on Windows, information would be highly appreciated).
OK, so following the advice in SO's Best environment to port C/C++ code from Linux to Windows, I installed MinGW32 only to find out that SHoUT's makefile contains targets such as aclocal, autoheader etc. - I've come face to face with the hitherto unknown GNU Build System.
I'm now in the middle of installing GnuWin32 using GetGnuWin32. This is taking hours. And I suspect that once it finishes, I'll stumble on something else.
A day of pain - and still not one code line compiled :((.
So, I'm thinking about an alternative approach: Install Linux and run kdevelop as a cross-compiler to compile to Windows. As this is a console application, MAYBE it'll be easier.
So, finally, my question:
If I want to install Linux guest in VMWare Workstation (8, running on Windows 7 host), I understand I need a "distribution". I understand there's a ton of distributions, some free, some paid.
Which distribution should I choose which would run kdevelop and be as simple as possible? I just want to ##$$ing compile, and I can't stand one more day like this...
Avi
Edit:
I've tried compiling the code using VS - very tedious. Many differences between Linuix/GCC and windows/MSVC. Moreover, this is code deveoped by someone else, and I'm not even sure that the program sovles the business needs. So I've decided on the following process:
Configure Linux and run the software on Linux.
Validate that program solves business rule. If not - Abort.
Try cross oompiling on Linux. If running on Windows, verify by comparing outputs to those obtained on Linux. If good - Done.
Try compiling on Windows using ported Windows versions of the GNU Build tools. Use understanding and values obtained from building on the Linux target. If good - Done. Else
Abend and try another solution to the business problem, or try the MS tools (again using understanding and values obtained from building on the Linux target).
Many distributions are possible. Mandriva is KDE based.
But you can also install a Debian distribution, and install KDE in it.
I suggest to contact the ShOUT project community.
You should not cross-compile. MinGW can come handy but it is not required. What you need is to port the code and its dependencies to Windows, and there is nothing wrong if you use Visual Studio, for example.
I am using Ubuntu on VirtualBox OSE and through it use kdevelop and it runs seamlessly. Alternatively you can try kubuntu.
Why VirtualBox OSE - Free, Mature
It is easier to compile with MinGW on Windows than cross compile on Linux.
Build system... It could be quite easy to write Your own. Much easier than actual porting of C++ code. Could be even easier than using GNU Build System.
Please DON'T install Linux! It will take you another half a day and another questions asked here if you're doing it for the first time.
Just install VirtualBox and grab some VirtualBox image from some site. Kubuntu should be working fine with your KDE stuff: http://virtualboxes.org/images/kubuntu/
It will get you a running KDE Linux in just 5 minutes.

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