Gideros provides the cross-platform technology to create amazing games. In a couple of hours, you’ll find yourself building and running your next great game.
Just register and use it for FREE. You can even publish your apps, with a small splash screen of "Made with Gideros". Upgrade later if you like what you can do with it!
While developing your game, it can be tested on a real device through Wifi in only 1 second – you don’t waste your time with an export or deploy process.
Developed on top of C/C++ and OpenGL, your game runs at native speed and fully utilizes the power of CPUs and GPUs underneath.
You can easily extend the core with plugins. Import your existing (C, C++, Java or Obj-C) code, bind to Lua and interpret them directly. Dozens of open-source plugins are already developed and ready to use.
Gideros provides its own class system with all the basic OOP standards, enabling you to write clean and reusable code for any of your future games.
Get everything you need from the start, including lightweight IDE, players for Desktop and devices, Texture packer, Font Creator and there are also lots of 3rd party tools.
Easy learning curve, instant testing, OOP coding practices and ability to create needed custom plugins reduces the development time. And because of reusable code, each your next app will be developed even faster.
Apart from supporting multiple platforms, Gideros also provides automatic screen scaling and automatic selecting of proper image resolution, which makes supporting different screen resolutions and creating universal projects an easy task.
To display image, we firstly create the Texture object by providing path to the image file and optional boolean parameter which indicates if the image should be filtere (anti-alised)
Then we create Bitmap object, position it at some coordinate (default are 0,0) and add it to the stage to be rendered
local bmp = Bitmap.new(Texture.new("images/ball.png", true)) bmp:setPosition(100, 100) stage:addChild(bmp)
To display text, we firstly need to create Font object, in this case we will use TTFont. We provide path to the font file, size of the text and optional boolean parameter which indicates if the image should be filtere (anti-alised)
Then we create TextField object by passing Font object and text that we want to display.
After that we simply set position of the text and add it to the stage to be rendered
local tahomaFont = TTFont.new("fonts/tahoma.ttf", 20, true) local text = TextField.new(tahomaFont, "Hello World!!!") text:setPosition(100, 100) stage:addChild(text)
We can also draw arbitrary shapes
To accomplish that, we need to create Shape object and set its fill and line styles.
We will use a solid red color the fill style and 5px width blue line with 1 alpha (or full opacity)
Then we can begin drawing arbitrary shape and once we've done, we simply set position of the text and add it to the stage to be rendered
local shape = Shape.new() shape:setFillStyle(Shape.SOLID, 0xff0000) shape:setLineStyle(5, 0x0000ff, 1) shape:beginPath() shape:moveTo(0,0) shape:lineTo(0, 100) shape:lineTo(100, 100) shape:lineTo(100, 0) shape:lineTo(0, 0) shape:endPath() shape:setPosition(200, 100) stage:addChild(shape)