What platforms will the engine be able to deploy to?

Hey this is just one of those general questions that I have about the Voxel Quest engine.

What platforms will I be able to deploy to using this engine out of the box when the source code is released?

What platforms do you intend to target post source code release?

Just curious,
HeadClot

Comments

  • At the present time, we only have the source code ready for Windows, if I'm not mistaken. At the release of the source code, that's all it will be ready for unless something changes. Afterwards, however, Gavan intends to also support Linux and Mac versions.
  • In general its pretty cross-platform ready (uses OpenGL and other cross-platform libraries), but I am focusing solely on Windows until I have a stable release ready. The logic behind this is that I don't want to spread myself too thin tackling platform issues early in the dev cycle. As I have mentioned in the past, the very first version of VQ was written on a Mac Mini, but now all my builds are from windows machines (currently testing on 7 and 10).
  • So question - Are there any plans for any form of Android version of the Voxel Quest engine?

    Here is why I am asking -

    Mobile devices are quickly getting more and more powerful. We are currently at the XBox 360 level of power level in terms of raw computational power maybe a bit more.

    To prove my point - Take compare the system specs of the Shield TV and the Xbox 360.

    http://shield.nvidia.com/android-tv

    https://en.wikipedia.org/wiki/Xbox_360_technical_specifications
  • HeadClot said:

    So question - Are there any plans for any form of Android version of the Voxel Quest engine?

    Here is why I am asking -

    Mobile devices are quickly getting more and more powerful. We are currently at the XBox 360 level of power level in terms of raw computational power maybe a bit more.

    To prove my point - Take compare the system specs of the Shield TV and the Xbox 360.

    http://shield.nvidia.com/android-tv

    https://en.wikipedia.org/wiki/Xbox_360_technical_specifications

    Mobile is a down-the-road consideration, if all else works out. It would need to be easy to port the C++ code to Android - I am aware of Android's native capabilities in that regard, as I have written for them in the past (and it was not all that easy). More importantly, Android is currently bound to OpenGL ES (and WebGL is halfway there) to my knowledge - I am currently relying on shader version 330 in some of my code (OpenGL 3.3), which is not compatible with either of the former yet.

    There are mobile-ish systems that will have full windows functionality down the road (to a large extent, the Surface Pro already does). I suspect the line between mobile and PC will be nonexistent in 5-10 years.
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