Developing for both Mac OS X and iOS

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执笔经年
执笔经年 2021-02-05 22:45

I\'m working on a game that I\'d like to ultimately be available for Mac OS X and iOS. What\'s the best way to do this? Should I (1) focus on one OS first and get a polished ver

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  • 2021-02-05 23:42

    I usually code in parallel, sometimes starting on Mac, sometimes on iOS. Most of the core functions (i.e. non-GUI) is virtually the same on both platforms, but sometimes some of the functionality is missing on one part. Then I try to start off with the poorer platform so that the code will run on both.

    Working in parallel gives another benefit: you need to think about good abstraction or you will get annoyed of duplicated code rather quickly. Multiple targets really help with good structure.

    As for the multiple targets - yes, in theory this works in Xcode. It was a real pain (with losing references over and over) as soon as I put my "core code" in static libs and keeping everything updating automatically.

    My setup is as follows:

    MainWorkspace
       CoreFunctionsMacLibProject
       CoreFunctionsIOSLibProject
       TheApplicationMacProject
       TheApplicationIOSProject
    

    The shared code for the core part is in a shared folder, updates are easy given everything is in the same workspace. It would work easily without the separate libraries, I just happen to use them in different projects/workspaces as well.

    So far everything goes smooth. Talking about 2-4 libs and several app projects. Just my experience, though. Workspaces make this approach pretty flexible, as you might put a project in more than one workspace.

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