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Proton SDK issues and gotchas


  • Is it beta or not? It's used in commercial products on most of its supported platforms, so, yeah. I don't use version #'s yet, the latest version is just whatever is on the svn. So a 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.
  • 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)
  • 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 - 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)

Windows (supported)

  • 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).
  • 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

Mac OS X (supported)

  • 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.
  • 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/fullscreen toggle supported

iOS (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)
  • Only plays .wav and .mp3 formats when using AudioManagerOS and AudioManagerDenshion.
  • Supports 60beat gamepad through GamepadManager. iCade/etc coming…

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)
  • 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.
  • 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.
  • 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
  • Tapjoy (ads and currency) and Hooked also supported

HP WebOS (supported)

  • Precompiled headers not setup, so compiling is slow
  • Vibration not supported yet, not exposed in the 1.4.5 PDK
  • Uses AudioManagerSDL for audio, the PDK requires us to. Supports both mp3 and ogg for music.
  • 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 480×320 app itself
  • IAP supported (on OS 3.0+ devices only)

RIM/Playbook/BBX (supported)

  • Playbook supported. Only RTBareBones and RTSimpleApp have example projects setup currently, they all require the QNX IDE the Playbook SDK comes with. I plan to support makefile only builds later.
  • Doesn't support automatic orientation changes by tilting the device.
  • 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


  • Basic support should be pretty close to what is supported on Windows. Some things missing, like gamapad support, copy&pasting, possibly something else too…
  • 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's a Proton.cmake module available that can be used. Just select the parts that are needed. See Compiling the examples for Linux, the examples' CMakeLists.txt files and the comments in the Proton.cmake file.
  • Console apps are possible with _CONSOLE defined. (no example of this currently)

State of the Irrlicht 3D module

  • Based on 1.7.1 beta (GLES branch)
  • The Irrlicht 3D example RT3DApp might not be setup for all platforms.
  • It's 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
  • It's been modified to support release/reload textures at any time. (Needed for Android)
  • 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's zip loader couldn't handle Android .jars for some reason)
  • 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.


  • Not yet available. Someone send Seth some devices and he'll do his best to add it as a target.


  • A definite possibility through Adobe Alchemy (Flash) or NaCl. Hope to play with this when those technologies mature a bit.

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.
proton_issues.1335520434.txt.gz · Last modified: 2012/04/27 09:53 by aki