Difference between revisions of "Why use Gideros?"
From GiderosMobile
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− | '''As of 2019, Gideros just out of the box has pretty much everything | + | __NOTOC__ |
+ | |||
+ | '''As of 2019, Gideros, just out of the box, has pretty much everything you need to create apps and games for desktop and mobile:''' | ||
+ | |||
*GLSL Shaders | *GLSL Shaders | ||
*Physics (LiquidFun) | *Physics (LiquidFun) | ||
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*Sockets & real-time multiplayer (PhotonCloud/Noobhub) | *Sockets & real-time multiplayer (PhotonCloud/Noobhub) | ||
*plenty of other plugins built-in | *plenty of other plugins built-in | ||
+ | <br/> | ||
+ | '''Besides that, few more advantages can be mentioned:''' | ||
− | |||
===Instant on-device testing=== | ===Instant on-device testing=== | ||
− | ===[[ | + | |
+ | ===[[Thread|True Multithreading]]=== | ||
+ | |||
===[[Lua_enhancements|Various Lua enhancements]]=== | ===[[Lua_enhancements|Various Lua enhancements]]=== | ||
For example classic 'getDistance' function performs 5x faster with Gideros' mutation operators then with vanilla Lua code. | For example classic 'getDistance' function performs 5x faster with Gideros' mutation operators then with vanilla Lua code. | ||
+ | |||
===Facebook Instant Games support=== | ===Facebook Instant Games support=== | ||
+ | |||
===Unique async calls system=== | ===Unique async calls system=== | ||
Besides regular enterframe callbacks, we can write a program "sequentially", like we would have written for the Commodore 64 or DOS PC, ie assuming our program has complete control of the computer. | Besides regular enterframe callbacks, we can write a program "sequentially", like we would have written for the Commodore 64 or DOS PC, ie assuming our program has complete control of the computer. | ||
+ | |||
===Built-in Profiler=== | ===Built-in Profiler=== | ||
+ | |||
===Built-in Debugger=== | ===Built-in Debugger=== | ||
+ | |||
===Full assets encryption=== | ===Full assets encryption=== | ||
+ | |||
===Offline builds=== | ===Offline builds=== | ||
You don't have to expose your code and assets to any server and don't depend on internet connection. | You don't have to expose your code and assets to any server and don't depend on internet connection. | ||
− | ===Fully open-source | + | |
+ | ===Fully free and open-source=== |
Latest revision as of 09:08, 5 January 2020
As of 2019, Gideros, just out of the box, has pretty much everything you need to create apps and games for desktop and mobile:
- GLSL Shaders
- Physics (LiquidFun)
- Meshes
- Particles
- Texturepacks
- Tilemaps
- Blend modes
- Stencil
- IAP/Ads
- JSON
- Skeletal animations (Spine/Dragonbones)
- Sockets & real-time multiplayer (PhotonCloud/Noobhub)
- plenty of other plugins built-in
Besides that, few more advantages can be mentioned:
Instant on-device testing
True Multithreading
Various Lua enhancements
For example classic 'getDistance' function performs 5x faster with Gideros' mutation operators then with vanilla Lua code.
Facebook Instant Games support
Unique async calls system
Besides regular enterframe callbacks, we can write a program "sequentially", like we would have written for the Commodore 64 or DOS PC, ie assuming our program has complete control of the computer.
Built-in Profiler
Built-in Debugger
Full assets encryption
Offline builds
You don't have to expose your code and assets to any server and don't depend on internet connection.