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For experienced programmers who might want the comfort of a familiar language and tools, we have enabled a second tier that allows AppGameKit applications to be created in C++ in no time at all. We have developed a C++ library that mimics the Tier 1 BASIC script allowing you to write very readable applications that compile to all platforms with no modification.

1 The first step in the process is to set-up the development environment relating to the platform you would like to support.

Simply compile and test natively from Visual Studio.

iOS and Mac developers will need a mac, a copy of XCODE and the Apple iOS and Mac SDKs.

For Android development, follow the instructions on this page to install eclipse and the SDK Platform Android SDK 2.3.3 (API 10).

Additionally for iOS and Mac development you will need to register and pay Apple for a developer account. The same is true if you want to publish to the Google Play store.

2 The second step is to write your C++ code in any of the environments you are most comfortable with, whether that be Visual Studio, XCODE, Eclipse or QT. Providing you stick with the AppGameKit command set, your working source code is guaranteed to compile across all the platforms we support.

3 When you have created and tested your application, you are ready to produce the binaries for the other platforms. For this we have created a series of templates that will allow you to drop your source code and media files directly into the template folder and compile to produce a binary for that platform. Aside from some considerations over certification and manifests, it's a simple cut and paste operation. We have also provided extensive guides on how to approach the compiling of the binary on each platform.

4 The final step is to submit your binary files to the various app stores. For iOS and Mac, you will code sign your app with your personal developer certificate and submit directly to the App Store/Mac Store.

It's that simple. Write your industry standard C++ once using very easy to learn commands that tap into all the functionality your game requires, and instantly deploy your creation to all platforms simultaneously.

To give you an idea how simple AppGameKit commands are in C++, here is a simple app which plays a sound and draws an image when the screen is pressed:

#include "agk.h"
void agk::Begin ( void )
   agk::LoadImage ( 1, "sprite.png" );
   agk::LoadSound ( 2, "beep.wav" );
void agk::Loop ( void )
   if ( agk::GetPointerPressed()==1 )
      agk::PlaySound ( 2 );
      int iThisSpriteIndex = agk::CreateSprite ( 1 );
      agk::SetSpritePosition ( iThisSpriteIndex, agk::GetPointerX(), agk::GetPointerY() );

As you can see, we've made it our mission to keep the headache of setting up headers, libraries, classes and intricate platform specific know-how out of your way. This allows you to focus on creating the apps you want, rather than wasting hours learning the nuance of each platform development environment.

The best part of coding in Tier 2 C++ is that your applications compile as native binaries, giving you the fastest possible code to execute on each device. We have also highly optimised our internal native engine so things like rendering, physics, input and networking systems run quietly and rapidly in the background.

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AppGameKit User Guide AppGameKit Beginner's Guide