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    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:about&amp;rev=1666758027&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2022-10-26T04:20:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>about</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:about&amp;rev=1666758027&amp;do=diff</link>
        <description>About

Proton SDK (aka p+) is a component based C++ framework that is optimized for GL/GLES based mobile cross-platform game development.

It&#039;s designed for advanced C++ programmers, if you&#039;re new to C++ or programming, this probably isn&#039;t the SDK for you!</description>
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    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:admanager_chartboost&amp;rev=1354450801&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-12-02T12:20:01+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>admanager_chartboost</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:admanager_chartboost&amp;rev=1354450801&amp;do=diff</link>
        <description>Chartboost

Chartboost lets you tell your users about other games you&#039;ve written by showing them big splash ads in a controlled way.  You can specify that an ad is only shown once, or every day, or whatever.  It&#039;s also possible to run ads for pay and track installs and bootups.</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2012-07-07T03:06:51+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>admanager_directx</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:admanager_directx&amp;rev=1341630411&amp;do=diff</link>
        <description>Adding DirectX controller support

Assuming you already setup the proton:gamepadmanager just add:



//near the top of App.cpp
#ifdef PLATFORM_WINDOWS
#include &quot;Gamepad/GamepadProviderDirectX.h&quot;
#endif

//Add this to actually init the gamepad(s):

#ifdef PLATFORM_WINDOWS
	GetGamepadManager()-&gt;AddProvider(new GamepadProviderDirectX); //use directx joysticks
#endif</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2012-07-26T03:59:56+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>admanager_flurry</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:admanager_flurry&amp;rev=1343275196&amp;do=diff</link>
        <description>Flurry

Flurry is implemented as a plugin to the AdManager.  You init it with your apps Flurry ID, then you can make calls to track specific pages, which will later show up in the Flurry dev console.

Currently supported on Android only.

Requires an AdManager object to be setup to use.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2012-07-07T03:21:07+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>admanager_hooked</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:admanager_hooked&amp;rev=1341631267&amp;do=diff</link>
        <description>Hooked

Supported on Android.  See RTAdTest for an example.</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2012-07-07T04:13:16+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>admanager_startapp</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:admanager_startapp&amp;rev=1341634396&amp;do=diff</link>
        <description>Startapp

Supported on Android, no docs yet.  I don&#039;t think there is an example of usage yet, coming soon.  Basically you copy the lib, and set up everything in Main.java, made the most sense for this one, AdManager actually doesn&#039;t have anything to do with it.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2013-01-16T03:29:35+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>admanager_tapjoy</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:admanager_tapjoy&amp;rev=1358306975&amp;do=diff</link>
        <description>Tapjoy

Tapjoy lets you run ads and use virtual currency.

Check RTAdTest for an example, it&#039;s supported on Android and iOS.

Requires an AdManager object to be setup to use.

To initialize it, add:


//put this somewhere after m_adManager.Init(); is called
AdManager::InitTapjoy(&quot;your tapjoyID&quot;, &quot;your tapjoyAppSecretKey&quot;);</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2022-10-26T04:19:44+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>admanager</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:admanager&amp;rev=1666757984&amp;do=diff</link>
        <description>Meet the AdManager

These days, it isn&#039;t enough to just write a game.  You need to be trendy and monetize it as well.

This could mean displaying ads for a third party or your other games (Chartboost, Tapjoy), offering incentives and point systems (Tapjoy), tracking installs and what menus the player used and stuff like that (Flurry), or making money by adding buttons that open up third party stores and things. (Startapp, Hooked)</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2022-08-01T07:41:01+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>android_projects</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:android_projects&amp;rev=1659339661&amp;do=diff</link>
        <description>Intro

The Android projects are a bit more complicated than some other platforms. Most of the complication comes from the fact that the Android applications are a mixture of native C++ and interpreted Java code. This is true for any Android project (not just Proton) that uses native code. On top of this Proton also adds its own quirks.</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2018-07-28T08:45:07+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>android_setup_linux</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:android_setup_linux&amp;rev=1532767507&amp;do=diff</link>
        <description>Installing tools

There is nothing magical in the process of getting the Android projects building on Linux. But it does require some work since a bunch of tools are needed.

The two most important and fundamental packages are the Android SDK and the Android NDK. Since the installation processes of those is thoroughly explained in the Android developer documentation that won&#039;t be repeated here. Follow the Android documentation at least as much that you get the</description>
    </item>
    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:android_setup&amp;rev=1495442023&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-05-22T08:33:43+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>android_setup</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:android_setup&amp;rev=1495442023&amp;do=diff</link>
        <description>Before going in to compilation details check what you need to know about the Android projects in general.

Compiling for Android from Windows

 NOTE:  5/22/2017:  I updated to the latest NDK (r14b 64bit) and it works fine, C++11 now supported

NOTE:  6/19/2013 - Proton has been updated to work with the latest Android platform tools (17), SDK tools (22.0.1) and the latest NDK. (r8e)  If your old proton project won&#039;t compile, steal the android/build.xml from a proton example and replace your old o…</description>
    </item>
    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:android_setupv3&amp;rev=1741073076&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-03-04T07:24:36+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>android_setupv3</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:android_setupv3&amp;rev=1741073076&amp;do=diff</link>
        <description>Before going in to compilation details check what you need to know about the Android projects in general.

Compiling for Android from Windows (V3 build system)

This is a lot easier than it used to be.

	*  Install Android Studio
	*  Make sure everything is working by creating a project using its “Native C++” template.  It will automatically download Gradle and the NDK, you should be able to run it on a simulator device and real Android device plugged in.</description>
    </item>
    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:arduboysim&amp;rev=1532787729&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-07-28T14:22:09+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>arduboysim</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:arduboysim&amp;rev=1532787729&amp;do=diff</link>
        <description>Proton Arduboy Simulator



See a Vine of it in action here.

Play its HTML5 export in a browser here.

What does it do?

It&#039;s a harness to run code written for the Arduboy in Visual C++ 2005. It fakes the Arduboy API (Both V1.1 and V1.2 of the Arduboy library) so I can test and debug my stuff in my favorite development environment.  The identical code can then be run on the real Arduboy.</description>
    </item>
    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:audiomanager_android&amp;rev=1341735542&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-07-08T08:19:02+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>audiomanager_android</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:audiomanager_android&amp;rev=1341735542&amp;do=diff</link>
        <description>AudioManagerAndroid

This the default (and only) audio system for Android.  See RTSimpleApp for a usage example.

	*  Internally uses SoundPool for sfx
	*  Plays .oggs using native hardware if available
	*  SFX&#039;s cannot be more than 1 mb in size (?), and you can&#039;t have more than 99 loaded at once (?) (limitations of SoundPool)</description>
    </item>
    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:audiomanager_audiere&amp;rev=1341735235&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-07-08T08:13:55+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>audiomanager_audiere</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:audiomanager_audiere&amp;rev=1341735235&amp;do=diff</link>
        <description>A nice, free, audio system for Windows only.  Docs coming.  Maybe.  Most Proton examples use this audio manager by default when compiling for Windows.</description>
    </item>
    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:audiomanager_bb10&amp;rev=1341735601&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-07-08T08:20:01+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>audiomanager_bb10</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:audiomanager_bb10&amp;rev=1341735601&amp;do=diff</link>
        <description>AudioManagerBBX

AudioManagerBBX is a wrapper for the Playbook (Blackberry 10?)&#039;s native audio system.

Docs coming someday.</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2012-07-08T08:20:36+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>audiomanager_denshion</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:audiomanager_denshion&amp;rev=1341735636&amp;do=diff</link>
        <description>AudioManagerDenshion

This is the Denshion audio manager, stolen from the Cocos2D project.  It is the recommended audio system to use for iOS, and in theory could be used for OSX but hasn&#039;t been setup yet.

Some tweaks have been made from the original to add features and work better through the AudioManager interface.</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2012-07-08T08:03:39+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>audiomanager_fmod</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:audiomanager_fmod&amp;rev=1341734619&amp;do=diff</link>
        <description>FMOD

Setup for OSX, iOS, and Windows.

(docs coming?  It&#039;s pretty easy to use, just include AudioManagerFMOD.cpp and link to the FMOD libs for your platform)

IOS Notes

dyld: Symbol not found: __NSConcreteGlobalBlock

I got this error when targeting iOS 3.X using xCode 4.X.  To fix, add</description>
    </item>
    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:audiomanager_sdl&amp;rev=1341735575&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-07-08T08:19:35+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>audiomanager_sdl</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:audiomanager_sdl&amp;rev=1341735575&amp;do=diff</link>
        <description>AudioManagerSDL

This is the default audio manager for webOS and linux in all Proton examples.</description>
    </item>
    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:audiomanager&amp;rev=1288248023&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-10-28T06:40:23+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>audiomanager</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:audiomanager&amp;rev=1288248023&amp;do=diff</link>
        <description>AudioManager - One interface, many implementations

If you  look in BaseApp.h you&#039;ll see this near the bottom:


AudioManager * GetAudioManager();  //supply this yourself


It means it expects you to implement this function somewhere in your App code.  Shared-level components and code will be able to use audio through the</description>
    </item>
    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:bbx_setup&amp;rev=1342143844&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-07-13T01:44:04+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>bbx_setup</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:bbx_setup&amp;rev=1342143844&amp;do=diff</link>
        <description>(somewhat rough draft)

Targeting the Playbook

So you want to put your stuff on a Playbook?  I&#039;d say it&#039;s about average as far as difficulty of setting it up and getting it going.  Here is how.

	*  Sign up at the Blackberry Developer Zone
	*  Download Native SDK, it includes a customized version of Eclipse.  You might want to grab the emulator too.</description>
    </item>
    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:download&amp;rev=1293514680&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-12-28T05:38:00+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>download</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:download&amp;rev=1293514680&amp;do=diff</link>
        <description>Downloading the source and examples

Proton is stored on a Subversion server, this helps you easily see what has changed from day to day and makes updating a breeze.

First install a svn client such as TortoiseSVN.

Next, SVN “check out” the following URL:</description>
    </item>
    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:filemanager&amp;rev=1331255124&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-03-09T01:05:24+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>filemanager</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:filemanager&amp;rev=1331255124&amp;do=diff</link>
        <description>File handling

First, you can use your good old C fwrite/fread or streams to your heart&#039;s content.

But there is a reason why you shouldn&#039;t - the Android file system sort of requires you to load your stuff from a giant zip, and  using the FileManager</description>
    </item>
    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:flash_setup&amp;rev=1441764015&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2015-09-09T02:00:15+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>flash_setup</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:flash_setup&amp;rev=1441764015&amp;do=diff</link>
        <description>NOTE:  Well, Flash is more or less dead so this probably won&#039;t be updated.  Check the HTML5 exporting instead.

Compiling the examples for Flash from Windows

Adobe&#039;s new Flash C++ stuff (Flascc?) finally lets you pop get your Proton apps up on the web!</description>
    </item>
    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:gamepadmanager_60beatgamepad&amp;rev=1341735793&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-07-08T08:23:13+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>gamepadmanager_60beatgamepad</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:gamepadmanager_60beatgamepad&amp;rev=1341735793&amp;do=diff</link>
        <description>60beat Gamepad



This pad is iOS only.  See RTLooneyLadders for a working example.

Adding files and libs (iOS)

Add the following files to your Xcode project:

	*  Add /shared/Gamepad/GamepadProvider60Beat.mm
	*  Add /shared/Gamepad/GamepadProvider60BeatNative.mm</description>
    </item>
    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:gamepadmanager_directx&amp;rev=1341630528&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-07-07T03:08:48+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>gamepadmanager_directx</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:gamepadmanager_directx&amp;rev=1341630528&amp;do=diff</link>
        <description>Adding DirectX controller support

Assuming you already setup the GamepadManager just add:



//near the top of App.cpp
#ifdef PLATFORM_WINDOWS
#include &quot;Gamepad/GamepadProviderDirectX.h&quot;
#endif

//Add this to actually init the gamepad(s):

#ifdef PLATFORM_WINDOWS
	GetGamepadManager()-&gt;AddProvider(new GamepadProviderDirectX); //use directx joysticks
#endif</description>
    </item>
    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:gamepadmanager_icade&amp;rev=1341634118&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-07-07T04:08:38+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>gamepadmanager_icade</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:gamepadmanager_icade&amp;rev=1341634118&amp;do=diff</link>
        <description>iCade



The iCade is a joystick/button controller that uses a standard bluetooth keyboard interface.  Because of this, it requires no special drivers and works on iOS, Android, and I assume anything else with l2cap bluetooth support.  (If it pairs, it should work)</description>
    </item>
    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:gamepadmanager_xperia&amp;rev=1341630889&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-07-07T03:14:49+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>gamepadmanager_xperia</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:gamepadmanager_xperia&amp;rev=1341630889&amp;do=diff</link>
        <description>Xperia Play built-in controller

For the dpad and all buttons, it&#039;s automatic, you don&#039;t have to do anything, or even use the gamepadmanager actually. (ArcadeInputManager will pick it up)

However, the analog sticks on it are not yet supported as they require Android 2.3+ to use (the cpp only JNI setup) and I surely don&#039;t feel like hassling with that right now, but when that happens it will probably be setup similar to other gamepads so we can make to the analog sticks properly.</description>
    </item>
    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:gamepadmanager&amp;rev=1666757973&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2022-10-26T04:19:33+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>gamepadmanager</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:gamepadmanager&amp;rev=1666757973&amp;do=diff</link>
        <description>Input with the ArcadeInputManager and the GamepadManager

The point of an xplat gaming framework like Proton is to be able to say “Move the character up, if they push up” and not care if they used a joystick, gamepad, on-screen directional pad, trackball, mouse, or bluetooth keyboard or whatever the heck they invent next.</description>
    </item>
    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:html5_setup&amp;rev=1705121757&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-01-13T04:55:57+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>html5_setup</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:html5_setup&amp;rev=1705121757&amp;do=diff</link>
        <description>Compiling the examples for HTML5 with Enscripten from Windows

So Flash is dead and HTML5 is the way forward.  Fine.  There are a few gotchas but overall we&#039;ve finally reached a place where most stuff renders and sounds ok across the popular browsers with only a few hiccups.</description>
    </item>
    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:ios_setup&amp;rev=1341288203&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-07-03T04:03:23+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ios_setup</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:ios_setup&amp;rev=1341288203&amp;do=diff</link>
        <description>First things first

If you haven&#039;t already, you should read the Windows compile instructions to get up to speed.

Compiling RTBareBones for iOS

Easy.  Open Finder, navigate to the RTBareBones directory and open RTBareBones.xcodeproj.

The project will open in Xcode.  It should compile and run out of the box.</description>
    </item>
    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:license&amp;rev=1532762095&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-07-28T07:14:55+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>license</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:license&amp;rev=1532762095&amp;do=diff</link>
        <description>The License

The Proton SDK License (based on the XFree86 1.1 license)

Copyright (C)  2010 Seth A. Robinson
All rights reserved.

 Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the</description>
    </item>
    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:linux_setup&amp;rev=1686230501&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2023-06-08T13:21:41+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>linux_setup</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:linux_setup&amp;rev=1686230501&amp;do=diff</link>
        <description>Compiling the examples for Linux

This page will tell you how to get some examples compiling under Linux.  I&#039;m using the latest Ubuntu as of June 8th, 2023 for this test.  The binaries should run both under the desktop, or from bash without the desktop environment running.</description>
    </item>
    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:looney_ladders&amp;rev=1341455382&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-07-05T02:29:42+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>looney_ladders</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:looney_ladders&amp;rev=1341455382&amp;do=diff</link>
        <description>Looney Ladders Example




Seth made this game for Ludumdare 19.  It&#039;s a complete 2d game, source is in svn.

	*  Setup to compile for Windows, OSX, iPad, and iPhone
	*  Illustrates how to use the DPadComponent for touch screen directional control
	*</description>
    </item>
    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:organization&amp;rev=1329782602&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-02-21T00:03:22+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>organization</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:organization&amp;rev=1329782602&amp;do=diff</link>
        <description>Directory organization

The Proton SDK directory is setup like this:


install dir
   shared (source/libs shared between projects go here)
   RTBareBones (an app project directory)
   RTSimpleApp (an app project directory)
   your own app (put your stuff here too)</description>
    </item>
    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:osx_setup&amp;rev=1695033317&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2023-09-18T10:35:17+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>osx_setup</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:osx_setup&amp;rev=1695033317&amp;do=diff</link>
        <description>Compiling the examples for native OS X with Xcode

This is really easy, honest.  Navigate to RTBareBones/OSX.  Double click RTBareBones.xcodeproj, it will open in Xcode.

Click compile and run, that&#039;s it.

 Sept 18th 2023 Note 

 I&#039;ve updated the samples, but if you see</description>
    </item>
    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:raspi_opengl_setup&amp;rev=1466339791&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-06-19T12:36:31+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>raspi_opengl_setup</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:raspi_opengl_setup&amp;rev=1466339791&amp;do=diff</link>
        <description>Setting up Raspbery Pi to compile Proton SDK examples in X11 via SDL2 and the OpenGL experimental driver 

These steps are what I use to compile stuff by copying things from my Windows computer.  A normal user would probably just grab the svn tree and run .sh files.</description>
    </item>
    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:raspi_setup&amp;rev=1701585759&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2023-12-03T06:42:39+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>raspi_setup</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:raspi_setup&amp;rev=1701585759&amp;do=diff</link>
        <description>Compiling Proton and its examples on the Raspberry Pi with OpenGL 2

Test with the latest Raspberry Pi OS and RetroPi as of June 9th, 2023.

These should run both in the desktop GUI, or directly from bash. (Fullscreen)  I guess it&#039;s all identical to running on Ubuntu Linux/etc these days, no special stuff is needed.</description>
    </item>
    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:rtarduboy&amp;rev=1464427901&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-05-28T09:31:41+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rtarduboy</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:rtarduboy&amp;rev=1464427901&amp;do=diff</link>
        <description>Proton Arduboy Simulator



See a Vine of it in action here.

What does it do?

It&#039;s a harness to run code written for the Arduboy in Visual C++ 2005. It fakes the Arduboy API (Based on V1.2 of the Arduboy library) so I can test and debug my stuff in my favorite development environment.  The identical code can then be run on the real Arduboy.</description>
    </item>
    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:rtfont&amp;rev=1348699242&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-09-26T22:40:42+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rtfont</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:rtfont&amp;rev=1348699242&amp;do=diff</link>
        <description>Using RTFont

RTFont is a class to load and blit bitmapped fonts.  It loads a custom .rtfont format which includes kerning data, the font image, colors for “color codes”.  (Old school BBS people who played LORD may remember this as “Seth ANSI”</description>
    </item>
    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:rtpack&amp;rev=1354451083&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-12-02T12:24:43+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rtpack</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:rtpack&amp;rev=1354451083&amp;do=diff</link>
        <description>RTPack source code

RTPack is a general purpose utility that does several useful things from the command line.  The .exe version is used from .bat files in windows, and on linux .. well, it doesn&#039;t have an .exe and it used from shell scripts or something.</description>
    </item>
    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:screenshots&amp;rev=1293514493&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-12-28T05:34:53+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>screenshots</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:screenshots&amp;rev=1293514493&amp;do=diff</link>
        <description>Screenshots from the examples



From RTBareBones, the first app you should try because it&#039;s dead simple and easy to get going.



From the RTFont tutorial, shows how the fonts work.



From RTSimpleApp, shows how LinearParticle works, touch to create an explosion.



From RTSimpleApp, demonstrates how to let the user input text.  On an iPhone and some Android phones a native keyboard overlay will appear.</description>
    </item>
    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:showcase&amp;rev=1445819734&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2015-10-26T00:35:34+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>showcase</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:showcase&amp;rev=1445819734&amp;do=diff</link>
        <description>Games/Applications made with Proton SDK









Looney Ladders, a game made in 48 hours for ludumdare 19



Not really a game, but a movie showing the RT3DApp demo running on a Nexus One.



Az Sky Defender for Android - free - paid



Seth&#039;s free game Tanked on Android, iOS, webOS (uh, skip to 3:43 to see Tanked..)



Exorcist (Android) by Funny Face Games</description>
    </item>
    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:surfaces&amp;rev=1694819965&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2023-09-15T23:19:25+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>surfaces</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:surfaces&amp;rev=1694819965&amp;do=diff</link>
        <description>Well, naturally Seth was too lazy to actually write this, but there is some info here.</description>
    </item>
    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:using_fmod_win&amp;rev=1292377174&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-12-15T01:39:34+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>using_fmod_win</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:using_fmod_win&amp;rev=1292377174&amp;do=diff</link>
        <description>Installing the FMOD library and setting it up in the Windows MSVC RTSimpleApp project

For legal reasons I can&#039;t include FMOD with the sdk, but it&#039;s very easy to download and copy into the right place.

First download the Windows 32 bit version of FMOD and install somewhere. (it&#039;s ok if you have a 64 bit version of windows)</description>
    </item>
    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:variants&amp;rev=1343123010&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-07-24T09:43:30+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>variants</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:variants&amp;rev=1343123010&amp;do=diff</link>
        <description>Why variants?

A problem with boost and all this signal/slot stuff is if you want to send variables you have to know in advance what variables should be passed.

We get around that by using Variant and VariantList.

Variant

Variant is a special kind of variable that can be a number, a string, a vector3, or a pointer to an entity or component.  (It&#039;s pretty easy to add support for more data types btw)</description>
    </item>
    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:webos_setup&amp;rev=1293547476&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-12-28T14:44:36+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>webos_setup</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:webos_setup&amp;rev=1293547476&amp;do=diff</link>
        <description>Compiling for Palm (er, HP now?) WebOS from Windows

First, setup the NDK toolchain stuff:

	*  Get a Palm Pre or Pixi and figure out how to activate it (there are workarounds if you can&#039;t, I&#039;m in Japan and got it going), and connect to your local wifi - oh, and you&#039;ll need a USB cable for it.  The USB cable also fits my Nexus 1</description>
    </item>
    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:win_3dapp&amp;rev=1292988900&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-12-22T03:35:00+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>win_3dapp</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:win_3dapp&amp;rev=1292988900&amp;do=diff</link>
        <description>RT3DApp - Enter Irrlicht

This app combines the features of the previous apps with the powerful 3D engine Irrlicht.

It&#039;s based on the Irrlicht GLES 1.7.1 beta branch.

Key points about how I integrated it:

	*  I don&#039;t use any of Irrlicht&#039;s GL init/window code, Proton handles that</description>
    </item>
    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:win_setup&amp;rev=1532766839&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-07-28T08:33:59+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>win_setup</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:win_setup&amp;rev=1532766839&amp;do=diff</link>
        <description>Get Proton SDK

Clone the Proton github repository.  (Hope you have git git or TortoiseGit installed)

For git:


git clone https://github.com/SethRobinson/proton.git


For Tortoisegit you right click in file explorer, choose clone, and enter &lt;https://github.com/SethRobinson/proton.git&gt; as the repository.</description>
    </item>
    <item rdf:about="https://www.rtsoft.com/wiki/doku.php?id=proton:win_setup2&amp;rev=1532766731&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-07-28T08:32:11+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>win_setup2</title>
        <link>https://www.rtsoft.com/wiki/doku.php?id=proton:win_setup2&amp;rev=1532766731&amp;do=diff</link>
        <description>Compiling RTSimpleApp

This application tests audio, the particle system, text input and buttons.

&lt;html&gt;
&lt;strong&gt;Flash version:&lt;/strong&gt;
&lt;/html&gt;

&lt;html&gt;
&lt;div id=“flashContent”&gt;
		&lt;object classid=&quot;clsid:D27CDB6E-AE6D-11cf-96B8-444553540000&quot; width=&quot;480&quot; height=&quot;320&quot; id=&quot;RTBareBones&quot; align=&quot;middle&quot;&gt;
	  &lt;param name=&quot;movie&quot; value=&quot;/games/test/RTSimpleApp.swf&quot; /&gt;
            &lt;!--[if !IE]&gt;--&gt;
            &lt;object type=&quot;application/x-shockwave-flash&quot; data=&quot;/games/test/RTSimpleApp.swf&quot; width=&quot;480&quot; height…</description>
    </item>
</rdf:RDF>
