All these game engines are Web Based. I should try to test some “traditional”, though those imply compiling and tweaking, which I’m not familiar with, and written mostly in C or C++, both languages scare the hell out of me
Web game engines seem to work as long as they don’t use WebGL. Phaser and Kiwi.js (both javascript/typescript) seem to be the best options available, mostly because they support HTML Canvas and WebGL, so stucking to Canvas allows them to work on WebPositive. Anything WebGL doesn’t seem to work atm, therefore Godot Web Editor doesn’t work either… Godot devs even recommend using Chromium based web browser on Linux due to poor WebGL support on Linux Firefox.
We’ll see where can we go from here. I’ll add any improvement later on as it comes out.
Or my game engine. It just needs finish writing the ToolKit bridge to Haiku Native ToolKit. But that’s not so easy. I find the API documentation difficult to work with and many things not documented at all. Loooots of guessing around.
@lelldorin, I did… Though it’s only for 2D and Lua based, which means… learn yet another programming language
@brunobastardi, true. Godot has improved a lot on Haiku since the first time I met it, thanks to Haiku tbh, though there is still a long way to go for stability. Fingers crossed… for it to be usable in the “near” future.
@dragon, didn’t know you have developed a game engine which one? where can it be checked out? Wait, does it use C/C++ for coding games??
Right now the editor is not running in Haiku due to the ToolKit layer for Haiku not being finished. I once started working on it but got stuck at the API documentation and other quirks. The ToolKit layer is actually quite thin (one directory) with the rest of the editor fully cross platform. But yeah… API documentation scratch head.
All right, sometimes I prove myself to need some sort of brain surgery, but hey… who doesn’t nowadays?
This is PyGame framework running on Haiku. Actually it’s available in HaikuDepot. I tried again and again to install it through “pip” without any success, just to find out yesterday that was available right there…
Looks like it needs some sort of front end to make it easier to develop games “a la” GameEngines, nonetheless, it seems to work fine with the tests and some simple tutorials.
While I rather use Godot, this one seems like a nice option to use while Godot doesn’t gain stability on Haiku. I will check this out more thoroughly.
I’m on the nightly (Haiku hawku 1 hrev55055 Apr 22 2021 06:23:41 x86_64 x86_64 Haiku
). And PyGame’s version is latest. 2.0, from the Haikuports repo. No idea what is happening here
Yes, but there are times when I like using the user presented tools for doing what I want to do. Also, if HaikuDepot didn’t find it, why would I expect pkgman to find it?
If I ever find the time, I’ll write up a feature request with a suggestion about having that more visible.
Hello
You could also use gbstudio on Windows, mac or Linux to make GAMEBOY games, then move their ROMs to haiku so you can run them with an emulator like mGBA.
Also, it should be possible to have Wohlstand’s Platform Game Engine on haiku by building it from source.
I was going to mention that I was trying to build the C library raylib a little while ago but I recently did a quick search and someone’s gone ahead and done it
I’am interested by game developpement on Haiku but I hesitate between the availible engine. Wich one can compile a game without needing an interpreter if this is possible?
EGSL seem needed to be updated (it use SDL1) but seem a good way too. Something similar I had view is Love2D availible in Haiku Depot. Wich one is the best way about performances? Godot also but for Haiku I don’t know for now.
My two main questions:
*I’am interested by multi system compatibility. (Windows, Linux and Haiku).
*And Performances capabilities. (Certainly for 2D games)