mario44
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Joined: 28 Feb 2012, 01:12

Other Platforms

28 Feb 2012, 03:27

The updates say:
We are working on the rest of platforms.
However, I can't find any place where you mention what platforms these are. Can you elaborate at all what platforms you will be supporting in the future?

Also, are there plans to release a 64-bit version of the existing windows library?
 
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jsantos
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Re: Other Platforms

01 Mar 2012, 20:22

Hi,

NoesisGui v1.0 will work in the following platforms:
  • Windows DirectX9
  • Android OpenGL ES 2.0
  • IOS OpenGL ES 2.0
  • Unity
Apart from that, the Ogre version is being developed in parallel with the help of the community.
In the roadmap we have DX11 and 64 bits version, but for now, they are out of the v1.0 version. Anyone interested in a version that is not in the roadmap can contact us in private.

Thanks!
 
TheSHEEEP
Posts: 37
Joined: 13 Sep 2012, 10:52

Re: Other Platforms

25 Sep 2012, 09:20

Hmm... Any future (more future than 1.0, I mean ;) ) plans for supporting OpenGL in general?
As you already support OpenGL ES 2.0 it shouldn't be that much of a step to go for OpenGL in general.

I ask because I am intending to use Ogre for a multi-platform project (Windows, Linux, Mac and OpenGL only) that is going to start in roughly 6 months, and would love to use NoesisGUI then. :)

Also, even if I won't use Unity for that project, would it be possible to use Unity with NoesisGUI and then go for Windows, Linux and Mac?
 
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jsantos
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Re: Other Platforms

29 Sep 2012, 03:58

yes, in our port to OpenGLES we are supporting OpenGL too. So, yes, there is a plan to support it on Windows, Linux and Mac.

What kind of project is that?

Thanks!
 
TheSHEEEP
Posts: 37
Joined: 13 Sep 2012, 10:52

Re: Other Platforms

01 Oct 2012, 09:19

It is a game, a sandbox game :)

Other than that, I can't say too much about it yet. Work hasn't even begun other than me doing technology research (what libraries to use, etc.). And for GUI I'd absolutely love a vector graphics based approach, as that is the easiest to maintain, with elements being the same (relative) size across all resolutions without decreasing UI asset quality.

And with that, I only knew Scaleform, which would be fine as I happen to be a Flash/AS3 programmer next to C++, but it is simply too expensive, the licence too confusing, etc.
And then you guys introduced yourselves on the Ogre boards ;) And if I got it right, the Ogre integration is coming along nicely.

Once I do start with the project, I'll start blogging away anyway, so I'll likely cover NoesisGUI too, if I can use it.
 
ivan.cuevas
Posts: 1
Joined: 15 Nov 2012, 16:12

Re: Other Platforms

20 Nov 2012, 10:39

Hi all,
We are interested in Windows, Mac and Linux platform too (apart from the ones announced for version 1.0)
About Unity3D package, is Noesis GUI actually compatible with new version 4?
As a suggestion, I think a public roadmap can be good to have an idea about what to expect in the incoming year :)
 
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jsantos
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Re: Other Platforms

20 Nov 2012, 20:48

Yes, the public roadmap is mandatory to avoid the actual confusion. Give us some time to clean the document and we will publish it.

About Unity4, yes it is compatible although the new feature that is new for us in Unity4, render a xaml to texture, is still not implemented. We expect to do it for the next release.

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