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First things first

If you haven't already, you should read the Windows compile instructions to get up to speed.

Compiling RTBareBones for iOS

Easy. Open Finder, navigate to the RTBareBones directory and open RTBareBones.xcodeproj.

The project will open in Xcode. It should compile and run out of the box.

If you don't know anything about iOS yet, here is what you'll have to do:

  • Get a Mac
  • Download the latest Xcode (it's Apple's free IDE)
  • Tweak Xcode to feel like MSVC and network share your project from your windows computer if need be (Hints here)

To test on a real device and actually publish in the AppStore:

  • Setup security certificates and bunch of junk, there are tutorials out there on how to set it up, it's not that difficult these days
  • Submit your app and wait like 10 days before it's rejected because you broke one of the many rules. I'm just saying they're picky, maybe that's a good thing.

Compiling RTSimpleApp

It's the same as above except you'll also need to build the media directory first, check the Building Resources section of the Windows setup for that.

Design notes

If you check the RTBareBones's source folder you may scratch your head. There is no iOS specific code at all, only App.cpp. Where is all this Objective-C glue code I thought iOS needed?!

It's shared between all apps in /shared/iOS/app. It's about six files.

If I add a feature, all my apps get the benefit.

If for some reason you need more control of the Objective-C side, you could just copy them into your app level folder and use those customized versions instead.

Resources, network drives

The way I do my iOS builds is I share my Windows HD drive to OS X, and open the Xcode project on the network drive. The projects are setup to use local drives for the intermediate compile-build processes so performance is good.

Under “Resources” in the groups and files tree in the Xcode project, you'll see little blue folders named “game”, “audio”, “interface”. These are virtual folders that will automatically copy ALL their contents (bmps, wavs, etc) into the final package.

You don't have to edit the project file when you change/update resources, it's more or less automatic.

proton/ios_setup.1290639929.txt.gz · Last modified: 2010/11/24 23:05 by seth