Getting Started

Table of Contents

2. Platforms
Desktop Windows
Overview
Installing Visual C++ 6.0
Creating the First Project
Desktop windows differences
Where to go from Here?
Symbian
Overview
Installation
Working with the Symbian tools
X-Forge Examples
Troubleshooting
PocketPC
Overview
Installation
First Program
Tapwave Zodiac
Overview
Installation
Using Tapwave Tools
Tapwave Zodiac differences
Palmsim Notes
Troubleshooting
Linux
3. Platform Independent
Introduction
The First Program
On Coding Conventions
Controls
More on XFcCore
2D Graphics
Audio
Compressed File Libraries
Variable Types
Printing
Profiling
More on File I/O
Alternate Ways of Using CFLs
String Functions
4. Artists
Introduction

Overview

This part will introduce you to the X-Forge application framework and philosophy.

The part starts with platform-specific chapters, on how to install and build applications on the given platform. The first platform listed is 'desktop Windows'; it is recommended that all developers do most of their development on this 'platform', as that will make the development cycles as short as possible.

You should, however, always remember to test your applications on actual devices often due to the small differences in functionality, plus naturally the differences in CPU power and controls.

After the platform-specific introductions comes the 'Platform Independent' chapter which, in a platform-independent way, walks you through the low-level portion of X-Forge. More detailed information of the core follows in the 'Core' part, should you need clarification on some issue. X-Forge full edition users (ie. if you have the engine part with the X-Forge distribution) can, however, skip to the 'Game Engine' part after going through the 'Platform' chapter. X-Forge Core users have to implement their game directly on top of the X-Forge Core.

In the last chapter there is a short introduction for artists on where to start looking for information when starting to build content for their first X-Forge game.