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proton_issues [2012/07/12 13:01] – Fixed typo akiproton_issues [2012/11/15 04:07] seth
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   * Supports three audio systems, Audiere (default), FMOD, and SDL_Audio (SDL_Audio only tested with WebOS builds).   * Supports three audio systems, Audiere (default), FMOD, and SDL_Audio (SDL_Audio only tested with WebOS builds).
   * If _CONSOLE is defined, can be used to create console only apps. (They also work in linux, good for writing a server..)   * If _CONSOLE is defined, can be used to create console only apps. (They also work in linux, good for writing a server..)
-  * DirectX gamepads supported through GamepadManager (No example of usage yet?)+  * DirectX gamepads supported through GamepadManager (RTLooneyLadders has a usage example) 
 +  * Probably supports the iCade too, but untested
  
 === Mac OS X (supported) === === Mac OS X (supported) ===
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   * 64 bit builds might have issues, I'd stick to 32 bit for now.   * 64 bit builds might have issues, I'd stick to 32 bit for now.
   * Window rescaling/fullscreen toggle supported   * Window rescaling/fullscreen toggle supported
 +  * No gamepads supported
  
-=== iOS (supported)  === +=== iOS (supported) === 
-  * iPod Touch/iPhone/iPhone 3GS/iPhone4/iPad fully supported.+ 
 +  * iPod Touch/iPhone/iPhone 3GS/iPhone4/iPad/iPad4/iPhone5 native resolutions fully supported.
   * Supports three audio targets, AudioManagerDenshion (Recommended), AudioManagerOS (simpler) and AudioManagerFMOD (more powerful, can play midi/mod etc.. but FMOD isn't free for commercial use)   * Supports three audio targets, AudioManagerDenshion (Recommended), AudioManagerOS (simpler) and AudioManagerFMOD (more powerful, can play midi/mod etc.. but FMOD isn't free for commercial use)
   * Only plays .wav and .mp3 formats when using AudioManagerOS and AudioManagerDenshion.   * Only plays .wav and .mp3 formats when using AudioManagerOS and AudioManagerDenshion.
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   * AudioManagerDenshion gotcha - music MUST be .mp3 or it breaks sfx.  Will change this to assert if   * AudioManagerDenshion gotcha - music MUST be .mp3 or it breaks sfx.  Will change this to assert if
   * Supports IAP - you must have RT_IAP_SUPPORT defined and InAppPurchaseManager.mm added to the project (see RTAdTest for an example of use)   * Supports IAP - you must have RT_IAP_SUPPORT defined and InAppPurchaseManager.mm added to the project (see RTAdTest for an example of use)
 +  * If RT_DISABLE_RETINA_ON_IPAD is defined project wide, iPad3 will run at iPad1 res instead of retina (useful if you don't want to update your GUI to the big screen or just want an FPS boost) 
 +   
 +  If you get a "dyld: Symbol not found: __NSConcreteGlobalBlock" error when running on iOS 3.X, you can fix this by adding -weak_library /usr/lib/libSystem.B.dylib to the extra linker command line in the project settings.  (Not a Proton issue, but here just in case you need it) 
 +  
 === Android (supported)  === === Android (supported)  ===
   * Only plays .wav and .ogg audio formats.  Uses SoundPool for sfx internally, I think it needs sfx to be 1 mb or smaller, decompressed.  99 max loaded at once. (Things played as music don't apply to those limitations)   * Only plays .wav and .ogg audio formats.  Uses SoundPool for sfx internally, I think it needs sfx to be 1 mb or smaller, decompressed.  99 max loaded at once. (Things played as music don't apply to those limitations)
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   * If a header changes, you should run Clean.bat in case the ant ndk build system doesn't detect it.  If you get weird crashes for no reason, this may be why.   * If a header changes, you should run Clean.bat in case the ant ndk build system doesn't detect it.  If you get weird crashes for no reason, this may be why.
   * glClipPlane is ignored on a G1 and horribly slow on an Nexus One, avoid.   * glClipPlane is ignored on a G1 and horribly slow on an Nexus One, avoid.
-  * Android In-App-Billing supported through IAPManager, but doesn't properly handle transactions that are delayed yet (see RTAdTest for an example of use)+  * Android In-App-Billing supported through IAPManager, see RTAdTest for example.  Does handle delayed transactions
   * Tapjoy (ads and currency) and Hooked also supported   * Tapjoy (ads and currency) and Hooked also supported
  
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   * Note: Playbook supports only 4 touches at once   * Note: Playbook supports only 4 touches at once
   * OnEnterBackground gets incorrectly called at startup, this is because the OS is saying "We got thumbnailed" at startup and suspending (thumbnailing) and I don't see how to tell the difference   * OnEnterBackground gets incorrectly called at startup, this is because the OS is saying "We got thumbnailed" at startup and suspending (thumbnailing) and I don't see how to tell the difference
 +  * Warning: I've had reports that builds I did for the Playbook do not work on the Alpha BB10 devices.  Probably need to compile with the new SDK, dunno.  Need device for testing
  
 === Linux === === Linux ===
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 === Flash === === Flash ===
  
-  * RTConsole is now compiling and running in Flash!  This part isn't public yet+  * All non-Irrlicht examples are now compiling and running in Flash!  This part isn't public yet, but [[http://www.codedojo.com/?p=1605|Seth's LD game]] used it.
  
 === Symbian === === Symbian ===
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 === Browser === === Browser ===
-  * A definite possibility through Adobe Alchemy (Flash) or NaCl. Hope to play with this when those technologies mature bit.+  * Flash works (via Flascc, still in beta- but NaCl is possibility too, especially with Flascc's poor licensing agreement... Neither supports bsd style sockets though.
    
 === Windows Phone 7 === === Windows Phone 7 ===
   * Only if they ever release a C++ capable NDK.  Switching to C# would be more of a rewrite, don't want to do that.   * Only if they ever release a C++ capable NDK.  Switching to C# would be more of a rewrite, don't want to do that.
 +
 +=== Maemo/MeeGo/Mer/other family members ===
 +  * Not available, but they are basic Linux systems so supporting those should be pretty straightforward.
proton_issues.txt · Last modified: 2018/07/28 12:32 by seth