proton_issues
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proton_issues [2012/01/05 08:17] – seth | proton_issues [2018/07/28 12:32] (current) – seth | ||
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=== General === | === General === | ||
- | * Is it beta or not? | + | * What version is it? |
- | * RTPack.exe | + | |
* Samples and docs are, how shall we say, lacking. | * Samples and docs are, how shall we say, lacking. | ||
* Proton internally shares all Surfaces/ | * Proton internally shares all Surfaces/ | ||
+ | * A note about audio managers: AudioManagerFMODStudio works with the latest versions of FMOD, so use that instead of AudioManagerFMOD unless you're supporting old code. | ||
=== Windows (supported) === | === Windows (supported) === | ||
+ | * Audio systems supported on Windows: | ||
* 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) | ||
- | | + | * If _CONSOLE is defined, can be used to create console only apps. (They also work in linux, good for writing a server..) It's possible to use SoftSurface in a console build. (RTPack does it) |
- | | + | * DirectX gamepads supported through GamepadManager |
+ | * Define **RT_WIN_MULTITOUCH_SUPPORT** to support multi-touch input. | ||
+ | * Define **RT_WIN_USE_APPDATA_SAVE_PATH** if you want Proton' | ||
+ | |||
+ | === Linux === | ||
+ | |||
+ | * Basic support should be pretty close to what is supported on Windows. Some things missing, like gamapad support, copy & pasting | ||
+ | * Uses SDL for graphics and input, SDL_mixer for sound. | ||
+ | * The build system uses CMake. It's easy to start a new project, since there' | ||
+ | * Console apps are possible with _CONSOLE defined. (see RTPack for an example of this) | ||
+ | * GL ES acceleration works fine with latest Raspian on the Raspberry Pi as of July 28th 2018. (I only tested with no window manager, just from full screen apps from the command line) | ||
=== Mac OS X (supported) === | === Mac OS X (supported) === | ||
* The only audio system currently supported is FMOD. | * The only audio system currently supported is FMOD. | ||
* CocosDenshion should also work for audio in theory but I've only set it up for iOS so far. | * CocosDenshion should also work for audio in theory but I've only set it up for iOS so far. | ||
- | * PPC compiling not supported, not planning on adding it either as the Mac App Store won't even accept universal binaries that include it. | ||
- | * 64 bit builds might have issues, I'd stick to 32 bit for now. | ||
* Window rescaling/ | * Window rescaling/ | ||
+ | * No gamepad supported | ||
- | === iOS (supported) | + | === iOS (supported) === |
- | * iPod Touch/ | + | |
+ | * iPod Touch/ | ||
* Supports three audio targets, AudioManagerDenshion (Recommended), | * Supports three audio targets, AudioManagerDenshion (Recommended), | ||
* 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. | ||
+ | * 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" | ||
+ | | ||
=== Android (supported) | === Android (supported) | ||
- | * Precompiled headers not setup, so compiling is slow | + | * Only plays .wav and .ogg audio formats. |
- | * Multi-touch automatically enabled on newer devices, but keep in mind some screen HW like Nexus Ones don' | + | * If you tell it to play an .mp3, it will convert the file extension to .ogg automatically in AudioManagerAndroid. |
- | * Only plays .wav and .ogg audio formats | + | |
* 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. | * 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. | ||
* Doesn' | * Doesn' | ||
- | * If a header changes, you should run rebuild.bat, the ant ndk build system doesn' | + | * If a header changes, you should run Clean.bat in case the ant ndk build system doesn' |
* 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. | ||
- | * Proton works uses the latest android sdk and ndk (r6) - can be made to work with crystax ndk versions as well | + | * Android In-App-Billing supported through |
- | * I have built in support for TapJoy as well as in-app-purchase via the Android Market system written (via AdManager and IAPManager), but it' | + | * Tapjoy (ads and currency) and Hooked also supported |
- | === HP WebOS (supported) | + | === HP WebOS (deprecated .. not being supported |
* Precompiled headers not setup, so compiling is slow | * Precompiled headers not setup, so compiling is slow | ||
* Vibration not supported yet, [[http:// | * Vibration not supported yet, [[http:// | ||
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* Doesn' | * Doesn' | ||
* Touchpad supported. | * Touchpad supported. | ||
+ | * 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/ | + | === RIM/ |
* Playbook supported. | * Playbook supported. | ||
* Doesn' | * Doesn' | ||
* 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" | * OnEnterBackground gets incorrectly called at startup, this is because the OS is saying "We got thumbnailed" | ||
+ | * Warning: I've had reports that builds I did for the Playbook do not work on the Alpha BB10 devices. | ||
- | === Linux === | ||
- | * Partially supported - Proton can compile console linux apps, but not graphical ones. _CONSOLE must be defined. There is currently no example app demonstrating this. | ||
- | === State of the Irrlicht 3D module === | + | === State of the Irrlicht 3D module |
* Based on 1.7.1 beta (GLES branch) | * Based on 1.7.1 beta (GLES branch) | ||
- | * The Irrlicht 3D example | + | * The Irrlicht 3D example RT3DApp |
+ | * Irrlicht has been modified so it uses the WindowsDevice for ALL platforms for GL, and the iPhone device for ALL GLES platforms. | ||
* 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 | ||
- | * Irrlicht doesn't properly | + | * It's been modified to support release/reload textures |
- | * You CAN use Irrlicht' | + | * It's been modified to be able to directly load the .rttex texture format, and transparently uses the Proton filesystem, so mounted zip files in Proton work in Irrlicht too. (Was important for Android, Irrlicht' |
+ | * You CAN use Irrlicht' | ||
+ | * RTPhysics uses Irrlicht, IrrBullet and Bullet to show 3d physics.. the sample projects are only setup on Win and iPhone I believe. | ||
+ | |||
+ | === Flash (deprecated .. not being supported anymore) === | ||
- | === Symbian === | + | |
- | | + | |
+ | === HTML5 === | ||
+ | * Works well on all popular browsers, including on iOS and Android. | ||
- | |||
- | === Windows Phone 7 === | ||
- | * NDK coming soon? If so, maybe... |
proton_issues.1325751420.txt.gz · Last modified: 2012/01/05 08:17 by seth