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Mobile-support #24

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zerodarkzone opened this issue Mar 30, 2017 · 5 comments
Open

Mobile-support #24

zerodarkzone opened this issue Mar 30, 2017 · 5 comments
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@zerodarkzone
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Hi,
Are you planning to add mobile support or are you going to keep the engine desktop only?
Thanks.

@fallahn
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fallahn commented Mar 30, 2017

The desktop limitation is purely down to poor mobile support on the part of SFML. So, for now at least, it's desktop only.

@fallahn
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fallahn commented Oct 4, 2017

Update: I've since created crogine which is a mobile oriented framework. It's based upon SDL2 rather than SFML but I've strived to provide a similar API to make switching between cro/xy as easy as possible

@zerodarkzone
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Great, I'll take a look

@JonnyPtn
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JonnyPtn commented Dec 28, 2017

Since I got back into the apple hardware game, I've had a poke around with building xygine for iOS, so I'll note down some findings here for reference...

The good news is, it can work! the bad news is there's a few workarounds/issues:

  • SFML audio module needs re-enabling (I think it was disabled in SFML due to the libsndfile license, which is no longer an issue, so SFML just needs updating
  • sf::Quads doesn't work on OpenGLES, can be fairly simply replaced with sf::Trianglestrip
  • I couldn't get enet to build for arm64, but I haven't yet ruled out my own stupidity as the cause of this
  • Shaders aren't available. If I remember rightly this is something to do with SFML creating an old/incorrect context?

The last issue is probably going to be hardest to deal with, but the others should be doable

@fallahn
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fallahn commented Dec 28, 2017

Nice! I've managed to get enet to build on android for crogine so it should be doable - but iOS isn't my thing so I can't say for sure (it could simply be that enet works on linux, hence android, but iOS is uh.. whatever it is). Maybe the crogine project files can point you in the correct direction. As for shaders - well that's down to SFML using GLES 1.0 which only has fixed function pipeline support, it'll take a major change to SFML to fix that :/ Awesome job though :D

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