Developing Windows Phone 7 for iPhone (I know back)

I have been developing games for Windows Phone 7 and have begun to learn how to port my apps and games to the iPhone and possibly Android later.

As far as I understand, solutions like MonoTouch are not worth the effort, so should I get rid of such things?

I am well versed in C ++ coding and would like to do it on iPhone if I cannot use C # effectively, especially for mission-critical situations in which there are a lot of games. I don't underestimate the power of C #, just C # on the iPhone (and I think that's fair, what to be afraid of).

Will there be good reading material that I should get before creating code for the iPhone? I am already loading the x-code, but I don’t know what to do next, I don’t even know how to wrap C ++ around objective-c, but I think that would be the best compromise given my situation.

I guess the broader question is how can I handle multi-platform programming? My idea for currnet is to build three separate development frameworks that share the same design principles as they do with each other, so moving applications between platforms is straightforward (but you still need to rewrite the code every time).

Is this a smart way to do this, or am I just crazy?

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3 answers

C # on iPhone not only works great, but also works brilliantly. It is compiled by AOT, which is "Ahead of Time" (usually .NET code is compiled by JIT - "Just in Time") right down to machine code, just like a regular compiler. It is fast enough for game development and about 100 times easier to use.

I have two XNA games running on iOS, and my own XNA IOS port , which will also be available soon on Android ( ExEn ). Therefore, I can finally confirm that C # on iOS is great for game development.

Now, if you are making a 3D game, I will look into Unity. XNA cross-platform solutions are only 2D versions - anyway. Another option is to use OpenGL directly with bindings in MonoTouch.

Basically, you should do your best to avoid having to write your game more than once. C # is a great choice for this purpose.

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You do not need to wrap C ++ around objective-c. C ++ compilation is great for the iPhone. You can easily develop all your code for multi-platform C ++ games. I don't know how C ++ compiles to wp7, but this is another problem :)

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From my understanding of solutions like MonoTouch, it’s not worth the effort

I just voted to close it on the grounds that he is subjective and arguing ...

... but while it is still open ...

In my experience, MonoTouch offers a great solution:

  • if you want to use a single code base and existing skills.
  • if you want to use CLR memory management
  • if you can handle the increased download size
  • if you don’t need to link to existing Obj-C libraries (you can link to them in MT, but in my experience, this is not always a direct process for this)
  • if you can pay for the MonoTouch license fee.

For XNA in MonoTouch, see http://monogame.codeplex.com/ (last time on GitHub)


For general advice on getting started with iphone, try: https://stackoverflow.com/questions/332039/getting-started-with-iphone-development

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Source: https://habr.com/ru/post/1346421/


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