Question

Following the instructions on the PlayN wiki I was able to get the "hello" PlayN sample running on the iOS simulator. However, when using MonoStudio, I was told that I need to upgrade to an Indie license or higher to compile the code. (Apparently I was using 33+ features which required it.) When I activated a trial edition, the sample compiled and ran fine on the simulator.

The PlayN wiki seems to indicate the you'd only need a license if you plan on testing on a real device. Is it wrong or am I missing something?

Also, I thought the idea behind PlayN was to build a free, open source game engine on top of free, open-source technology. Mono is both, but MonoTouch is neither. Is there another option or am I stuck with shelling out $1000/year to use iOS (which so far seems far from fully implemented on the PlayN side of things)?

Was it helpful?

Solution

Right now, there isn't. Sorry its disappointing, but its the nature of iOS. Its a very non-free platform.

Perhaps you can try your hands at writing a cross compiler, and release it under an opensource license? You can try basing it on http://gcc.gnu.org/java/.

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