Wednesday, October 8, 2008

OpenGL ES

After seeing the multitude of AppStore games which undoubtedly use OpenGL ES instead of my hacky method of what amounts to UI controls as sprites, I've decided to bite the bullet and switch to using OpenGL ES for the game.

This of course means that I will spend weeks more doing research, learning how utterly crappy the APIs are (not to mention the utter lack of thorough documentation) compared to XNA Game Studio and wishing I didn't have to put up with this just to target a popular platform. Changes to the game will be virtually non-existent if not backwards for a while. I am crossing my fingers that I'll be able to work on an XNA Game Studio project simultaneously in order to keep my spirits up.

That's right, folks. C#/Visual Studio/XNA Game Studio is so much more pleasant to work with that I'd rather work on two projects at the same time than suffer with just one for the iPhone.