But why should you need that? Why aren't there any implementations that run in pure SDL + OpenGL for hardware acceleration or something like that?
That said, I equally endorse any Java builds of Sphere since that too, blows C++ and even C# out of the water in terms of cross-platform, and ease of use to make a project hit the 'finished' milestone as soon as possible by a single individual. And it may play nice to Android versions and other devices.
Whether or not the intended purpose of SphereSFML is this or not, I see it as more an attempt at a well built, simple, and modern Sphere engine. C# can fit those qualities just fine. Given that a majority of people (especially gamers) use Windows, it makes a lot of sense to really only worry about Windows.These missions are not really in contention. They are both forks of different parts of what I think makes Sphere be Sphere.
I don't know, I can't help but feel that Java is dying a slow and painful death under Oracle's management (I can't really explain this, it's just the impression I get), and that's just going to accelerate now that MS is fully open-sourcing .NET and even officially supporting the Mono project, trying to make .NET fully cross-platform. Point taken on Android, but I don't know, I just think C# is a much nicer language to program in than Java.
Resurrecting the topic, as now I can definitively answer the question: minisphere is written in straight C and is cross-platform; it's already been compiled on Linux and OS X with no code changes. Allegro is its sole dependency.
Quote from: Lord English on April 16, 2015, 03:26:05 pmResurrecting the topic, as now I can definitively answer the question: minisphere is written in straight C and is cross-platform; it's already been compiled on Linux and OS X with no code changes. Allegro is its sole dependency.But every time I've compiled it, Allegro has thrown some assertion or I've hit a segfault you don't get on Windows.I assume that the ones I've hit are fixed, but this is the same kind of issue that TurboSphere suffers from. Without dedicated platform releases, I hesitate to call it truly cross platform.
casiotone has compiled it on OS X, that's the joystick assertion fixed in 1.0.10. Can't speak for segfaults, but he didn't mention any to me.But yes, I'll agree that it needs real testing on non-Windows platforms. I recently set up Hyper-V on my Win8.1 laptop, so I should be able to build on Linux soon, at least. Unfortunately OS X is out of my league, unless I can can manage to make a Hackintosh setup somehow...