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Language for IOS development
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alkirah Offline
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Post: #1
Language for IOS development
Hello, I have a quick question.

Can we code in C++ with visual studio then port the same code to IOS or we need to redo the coding in objective C for ios deployment?

Thanks
05-05-2014 01:01 PM
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Esenthel Offline
Administrator

Post: #2
RE: Language for IOS development
When using EE you don't need objective C at all.

When using Code Editor, all of your code will just work straight away, you will not need to manually generate xcode projects.
05-05-2014 08:52 PM
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alkirah Offline
Member

Post: #3
RE: Language for IOS development
Thanks for the answer but i stated coding in C++ with visual studio, not in esenthel engine code editor using esenthel script.

Also, how do you manage ads and gamecenter integration if coding in esenthel script or c++? Is it part of the SDK? or you need to trasnfer to xcode and do those in objective C?

Thanks again
05-06-2014 02:59 AM
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Rubeus Offline
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Post: #4
RE: Language for IOS development
The code editor uses a nicer version of C++, so most of your code will copy/paste right in. Ads are very self explanatory in the code editor. Ads->...
05-06-2014 05:51 AM
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Esenthel Offline
Administrator

Post: #5
RE: Language for IOS development
You can't use Visual Studio for iOS, it's Windows only.
Objective C for Ads is handled by the engine, and you just call engine's C++ functions.
05-06-2014 06:13 AM
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alkirah Offline
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Post: #6
RE: Language for IOS development
I was used to EE v1, guess I'll have to make the move and switch to EE script, even if I hate the UUID system.

loved coding with folders items like this

mesh6=Meshes.ptrRequire("data/Obj/gem.mesh");
mesh6->setMaterial(Materials.ptrRequire("data/mtrl/Metal/Aluminum Brush.mtrl")).setRender().setBox();
mesh6->parts[1].setMaterial(Materials.ptrRequire("data/mtrl/Metal/Steel Ocean.mtrl")).setRender();
mesh6->parts[2].setMaterial(Materials.ptrRequire("data/mtrl/Metal/Steel Ocean.mtrl")).setRender();
05-06-2014 04:48 PM
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Rubeus Offline
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Post: #7
RE: Language for IOS development
The only difference would be the use of the UIDs instead of the paths. When you have a UID in code, it has the name superimposed over the UID. For instance, if you had the Steel Ocean texture in a mtrl\metal folder in the editor, it would have mrtl\metal\steel ocean over the UID. It really is quite nice.
05-06-2014 08:12 PM
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alkirah Offline
Member

Post: #8
RE: Language for IOS development
Can we import EE v1 project into EE 3?

I hit the 64 object limit even before starting to add code ... lol

Guess I'll stick with EE v1 for now, and licence only when ready to be published.
05-07-2014 04:35 AM
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