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proton_issues [2012/07/27 00:40] sethproton_issues [2013/07/26 04:30] 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 
 +  * 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]] and [[https://connect.microsoft.com/VisualStudio/Downloads/DownloadDetails.aspx?DownloadID=18623|this hotfix]] for VC 2005. 
 +  * 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/iPad4/iPhone5 native resolutions fully supported.
-  * iPod Touch/iPhone/iPhone 3GS/iPhone4/iPad 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)   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)
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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.  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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   * 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 (will be functional on OS 3.0+ devices only, but you can target lower) (see RTAdTest for an example of use)   * 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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 === Flash === === Flash ===
  
-  * RTConsole is now compiling and running in Flash This part isn'public yet +  * 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'Flash dying now?  Not sure if it's worth the time.
- +
-=== Symbian === +
-  Not yet available.  Someone send Seth some devices and he'll do his best to add it as a target.+
  
-=== Browser === +=== NaCl or Html5 === 
-  * A definite possibility through Adobe Alchemy (Flash) or NaCl. Hope to play with this when those technologies mature a bit.+  * 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.
  
-=== 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