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proton_issues [2012/04/27 09:53] – Updated Linux support parts akiproton_issues [2013/07/26 01:32] seth
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 === General === === General ===
-  * Is it beta or not?  It's used in commercial products on most of its supported platformsso, yeah.  I don't use version #'s yet, the latest version is just whatever is on the svn.  So bit.. volatile but ready for commercial use for the daring.  I may eventually switch to actual versioning, but at this point it seems like an unnecessary hassle. I try very hard to keep all updates fully backwards compatible, the worst you have to do is add a .cpp or two to your project.  +  * What version is it?  CurrentlyProton is unversioned and users are expected to update svn at least weekly.  All updates are expected to work with existing projects with minimum of hassle, the worst you should ever have to do is add a .cpp or two to your project. 
-  * RTPack.exe only available for Windows and Linux at the moment, this command like utility is for processing textures and fonts. (Full source is in svn if you want to tweak it to compile for another platform.. OSX should be very easy)+  * RTPack.exe only available for Windows and Linux at the moment, this command line utility is for processing textures and fonts. (Full source is in svn if you want to tweak it to compile for another platform.. OSX should be very easy)
   * Samples and docs are, how shall we say, lacking.   * Samples and docs are, how shall we say, lacking.
   * Proton internally shares all Surfaces/SurfaceAnims that use the same filename, including grid settings if it is broken up into an anim.  This could be a problem if you want to use a surface with multiple grid settings or want to dynamically modify a surface for only one instance - [[http://www.rtsoft.com/forums/showthread.php?4106-SetupAnimEntity-for-texture-mapping|a work around is explained here]]. (If you aren't using SurfaceOverlay components or the ResourceManager() to get your surfaces, you won't be affected)   * Proton internally shares all Surfaces/SurfaceAnims that use the same filename, including grid settings if it is broken up into an anim.  This could be a problem if you want to use a surface with multiple grid settings or want to dynamically modify a surface for only one instance - [[http://www.rtsoft.com/forums/showthread.php?4106-SetupAnimEntity-for-texture-mapping|a work around is explained here]]. (If you aren't using SurfaceOverlay components or the ResourceManager() to get your surfaces, you won't be affected)
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 === Windows (supported) === === Windows (supported) ===
   * True fullscreen modes not supported, but window resizing and alt-enter to toggle a pseudo fullscreen is (stretches to full current resolution)   * True fullscreen modes not supported, but window resizing and alt-enter to toggle a pseudo fullscreen is (stretches to full current resolution)
-  * Supports three audio systems, Audiere (default) and FMOD and SDL_Audio (SDL_Audio only tested with WebOS builds).+  * Supports three audio systems, Audiere (default)FMODand 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+  * DirectX gamepads supported through GamepadManager (RTLooneyLadders has a usage example) 
 +  * Probably supports the iCade too, but untested 
 +  * Define **RT_WIN_MULTITOUCH_SUPPORT** to support multi-touch input.  May need the [[http://www.microsoft.com/en-us/download/details.aspx?id=3138|Win 7 SDK]]. 
 +  * Define **RT_WIN_USE_APPDATA_SAVE_PATH** if you want Proton's GetSavePath() to return a unique user data path based on CSIDL_LOCAL_APPDATA instead of the current dir, which is the "correct way" for Win these days. Note, you should also add a **CreateDirectoryRecursively("", GetSavePath());** if you use this, as it returns a custom folder that might not exist, based on GetAppName() 
  
 === 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.
   * Supports 60beat gamepad through GamepadManager.  iCade/etc coming...   * Supports 60beat gamepad through GamepadManager.  iCade/etc coming...
 +  * 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) 
 +  * 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)  ===
-  * Precompiled headers not setup, so compiling is slow 
-  * Multi-touch automatically enabled on newer devices, but keep in mind some screen HW like Nexus Ones don't support "real" multi-touch and may appear buggy. 
   * 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)
 +  * If you tell it to play an .mp3, it will convert the file extension to .ogg automatically in AudioManagerAndroid.  Same with .wav, if an .ogg version exists.
   * 2D Particle system is slow, the iOS version uses point sprites but they didn't work on Android so it's using a fallback method at the moment.  Will change to use the global texture batcher at some point.   * 2D Particle system is slow, the iOS version uses point sprites but they didn't work on Android so it's using a fallback method at the moment.  Will change to use the global texture batcher at some point.
   * Doesn't support automatic orientation changes by tilting the device.   * Doesn't support automatic orientation changes by tilting the device.
-  * If a header changes, you should run rebuild.bat (Clean.bat now?), 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+  * Android In-App-Billing supported through IAPManager, see RTAdTest for example.  Updated to use Android's V3 billing system in June '13.
   * Tapjoy (ads and currency) and Hooked also supported   * Tapjoy (ads and currency) and Hooked also supported
  
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   * Doesn't support automatic orientation changes by tilting the device.   * Doesn't support automatic orientation changes by tilting the device.
   * Touchpad supported.  Define FORCE_IPHONE_SIZE if you want the Touchpad to use emulation mode and zoom up a 480X320 app itself   * Touchpad supported.  Define FORCE_IPHONE_SIZE if you want the Touchpad to use emulation mode and zoom up a 480X320 app itself
-  * IAP supported (on OS 3.0+ devices only)+  * IAP supported (will be functional on OS 3.0+ devices only, but you can target lower(see RTAdTest for an example of use) 
 +  * No longer being developed as webOS seems to be dead
  
 === RIM/Playbook/BBX (supported) === === RIM/Playbook/BBX (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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   * Based on 1.7.1 beta (GLES branch)   * Based on 1.7.1 beta (GLES branch)
   * The Irrlicht 3D example RT3DApp might not be setup for all platforms.   * The Irrlicht 3D example RT3DApp might not be setup for all platforms.
-  * It'been modified so it uses the WindowsDevice for ALL platforms for GL, and the iPhone device for ALL GLES platforms.  Platform specific code has been removed, as it overlapped with Proton.  It has no message pump, etc.+  * Irrlicht has been modified so it uses the WindowsDevice for ALL platforms for GL, and the iPhone device for ALL GLES platforms.  Platform specific code has been removed, as it overlapped with Proton.  It has no message pump, etc.
   * Irrlicht has GLES 2.X support (?) but until Proton SDK adds GLES 2.X support it can't be used   * Irrlicht has GLES 2.X support (?) but until Proton SDK adds GLES 2.X support it can't be used
   * It's been modified to support release/reload textures at any time.  (Needed for Android)   * It's been modified to support release/reload textures at any time.  (Needed for Android)
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   * You CAN use Irrlicht's internal GUI if you want, but the examples don't.  To do it, add all the their .cpp files to your project, and define _IRR_COMPILE_WITH_GUI_ - mouse input is not handled though, you'd probably have it a bit so you could send Proton mouse/touch events.   * You CAN use Irrlicht's internal GUI if you want, but the examples don't.  To do it, add all the their .cpp files to your project, and define _IRR_COMPILE_WITH_GUI_ - mouse input is not handled though, you'd probably have it a bit so you could send Proton mouse/touch events.
   * RTPhysics uses Irrlicht, IrrBullet and Bullet to show 3d physics.. the sample projects are only setup on Win and iPhone I believe.   * RTPhysics uses Irrlicht, IrrBullet and Bullet to show 3d physics.. the sample projects are only setup on Win and iPhone I believe.
-  *  
-=== Symbian === 
-  * Not yet available.  Someone send Seth some devices and he'll do his best to add it as a target. 
  
-=== Browser ===+=== Flash ===
  
-  * A definite possibility through Adobe Alchemy (Flash) or NaCl. Hope to play with this when those technologies mature a bit.+  * All non-Irrlicht examples are now compiling and running in Flash - although actually the latest Flash player seems to break input slightly so clicks go to the wrong place, need to investigate and update to the latest SDK But isn't Flash dying now?  Not sure if it's worth the time. 
 + 
 +=== NaCl or Html5 === 
 +  * Thinking about it
    
 === 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.
 +
proton_issues.txt · Last modified: 2018/07/28 12:32 by seth