More Related Content Similar to Desenvolvendo games multiplataforma (20) Desenvolvendo games multiplataforma16. class Texture { public : virtual bool SetTexture ( const unsigned int passIdx = 0 ) = 0 ; virtual math :: Vector2 GetBitmapSize () const = 0 ; protected : virtual bool LoadTexture ( VideoWeakPtr video , const string & fileName , GS_COLOR mask , const unsigned int width = 0 , const unsigned int height = 0 , const unsigned int nMipMaps = 0 ) = 0 ; }; class GLES2Texture : public Texture { public : GLES2Texture ( VideoWeakPtr video , const str_type :: string & fileName ); ~ GLES2Texture (); bool SetTexture ( const unsigned int passIdx = 0 ); math :: Vector2 GetBitmapSize () const ; protected : bool LoadTexture ( VideoWeakPtr video , const string & fileName , GS_COLOR mask , const unsigned int width = 0 , const unsigned int height = 0 , const unsigned int nMipMaps = 0 ); GLuint m_textureID ; }; 21. Problemas comuns Resoluções de tela: um desafio em games baseados em sprites Métodos de entrada: teclado, mouse, dpad, touchscreen... Codificação de strings: ANSI vs UTF-7 vs UTF-8 vs UTF-16 Suporte a RTTI e Exceptions: "To boost or not to boost?" 24. O futuro é multiplataforma Jamais fique preso a uma única plataforma