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trashkids konyavic ken-b4u tkzwtks k2hrm shiwano nkzn zaki50 gakushi0130 futoase nubilum hiekichi zaki 2or3 thiru0000 artninja akiojin lyrical-hogege fukuzawa-tadashi okazu-dm okam0n rentalname fashgek joonhochoi takuan-osho saclover kantoku0327 shinriyo vwissan knightowen qiekenao yfakariya bols-blue mhidaka cubemoon kjsun inada-s weimingtom furyu-fujii-y thecreativedev daffodilistic maruhiro modamoda herdin muojp lorenpasserine zunonia nassos weiron lowsar fuzzysdmf amesianx himeiyuna bhesquivel-main gostop54 vicishero winnersky antm-1979 kevinlua lstarboy cherryunix aerinzhao tszy01 sloppyzz directrix7 akehatatoshiki trungkienvu85 hitsugi slagusev wangpy mizukisonoko shundev shuidong connlan yangjun1994 coco18000 sirohara fakerainjw c020109703 orinmir konnosena gkjolin visualarts lihaosheng123 kevinyokutran moseshi-dev etherfoundry underdolphin 11lin cnsuhao sezon2 1010101012101 mercykevin nakamotojpplaygroundoss's Issues
KLBDELETE* macro body should be wrapped by do { ... } while(0)
current definition
define KLBDELETE(a) if( (a) != NULL ) { .... }
KLBDELETE() does not require semicolon and easily leads to dangling else problem.
It should be
define KLBDELETE(a) do { if( (a) != NULL ) { .... } } while(0)
Unexpected HTTP request generated
HTTP_API と sysCommand(pHTTP, NETAPI_SEND, url, nil, json, timeout) とかやった時に以下のようなRequestが飛ぶ
request_data=
Doc/Modules/Network.txt 上でもundocumentedであり、罠なのでなんとかしてほしいです。
ついでに、どういうリクエストが飛んでいるか、HTTP Request Headerとかをsyslogしてくれる的なしくみもほしいです。
Need CI (Continuous Integration) for detecting regressions
Integrating Travis CI would be great.
First step would be:
- Build Android version APK with gradle
- Build iOS version ipa (w/ Travis CI's OS X backend once they have completed Xcode 5 support)
- Build Win32 version exe (when Travis CI supports Windows)
Second step would be combining these application binaries with sample projects to check whether things goes ok or not. As a preliminary level, checking sample projects don't crash for a period of time and output pre-defined console lines would be reasonable.
Tagged engine version
エンジンのバージョンをしっかり切ってほしいです。
http://semver.org/ に従うとなお良いです。
アップデートがバグフィクスならパッチバージョンを上げ、機能追加ならマイナーバージョンを上げ、機能の廃止を含むアップデートならメジャーバージョンをあげてほしいです。
Fix inconsistent document for Tool setup
"obtain Setup.exe and run"... thing is written in Toboggan_Operation_Manual_JPN.docx but it's obsolete. So, we should update this document.
pointed by @ynakanishi
Need to include IPA-Font license file
http://ipafont.ipa.go.jp/ipa_font_license_v1.html
pointed out by @makotokato
.png.xml should be removed with "Delete File" on Toboggan
Putting published assets in .publish is inconvenient for some environments
basically we should avoid "dot directories" for non-internal-settings. we should reconsider where to put them in.
pointed out by @ynakanishi and @zaki50
Engine/porting/Android/GameEngine-android/assets is not fund
Engine/porting/Android/GameEngine-android/
以下にassetsが存在していないので作らないとダメ
CKLBNode::clone sets invalid m_pColorMatrix
CKLBNode::clone copies m_pColorMatrix from parent node before parent's m_pColorMatrix is copied.
remove no-use .DS_Store & __MACOSX files from Toboggan zip file
pointed by @ynakanishi
Remove no-use "debuggable" flag from AndroidManifest.xml
Include .publish result of samples by default
would be better to start things without need of "Toboggan"
related: #6
Putting manuals on GitHub Pages in markdown format and making searchable from Google
This would help people studying "Playground manners", in my opinion. We need to
- know whether GitHub applies automatic conversion on .md on GitHub Pages or not
- convert some documents (things written in docx) into .md for better future maintenance
sample C++ application
Is there a sample C++ application?
How does anchor, anchorX, anchorY works in latest Playground?
Hi, I'm kinda confused about how does fullscreen stuffs works in Playground. Could you please give me a hint?
Should correct Android document to recursively put files into AppAssets.zip
-r option for zip command is missing.
thanks: @ynakanishi
Define standard code formats and apply them to current code
draft:
Java
Apply AOSP rule XML (with some changes; lineSplit=120, format_comments=false)
C++
- base style: ANSI C++
- tabs are treated as 4 spaces (still hard tabs, not soft ones)
- not strict too much (as you know, strict C++ style guide could impact productivity)
notes:
- For avoiding huge conflicts, we need to consider well about timing to apply.
- Code written in the future should also obey the same rule.
We welcome for comments.
pointed out by.. many people (incl. @repeatedly )
Visual Studio release build error
Visual Stuido 2013 Express for Windows Desktop でPlaygroundをリリースビルドしたらエラーが発生します。現状はDebugビルドで対応可能。
デバッグビルドは成功するのでプロジェクト設定が足りない様子。
(リリースビルドでないとPlaygroundエンジンのバイナリを再配布できないので困った)
(1) Missing include directory settings
1>....\libs\curl-7.29.0-minimal\lib\amigaos.c : fatal error C1853: 'Release\OSSGameLibraryWin32.pch' プリコンパイル ヘッダー ファイルが旧バージョンのコンパイラで作成されています。また、C++ のプリコンパイル済みヘッダー ファイルを C で使用しています (その逆も考えられます)。
(2) Option setting is different from the debug build
プロジェクト > プロパティ > 文字セット「マルチバイト文字セットを使用する」 etc.
(3) Adding dependent libraries
エラー 613 error LNK1104: ファイル 'glut32.lib' を開くことができません。 C:\Users\mhidaka\Documents\PlaygroundOSS\Engine\porting\Win32\LINK OSSGameLibraryWin32
(4) Unresolved external lib Link
http://blog.yastrebkov.com/2010/08/unresolved-externals-while-linking.html
(5) Unresolved external lib Link
エラー 1 error LNK2001: 外部シンボル ""bool __cdecl GameSetup(void)" (?GameSetup@@YA_NXZ)" は未解決です。 C:\Users\mhidaka\Documents\PlaygroundOSS\Engine\porting\Win32\GameLibraryWin32.obj OSSGameLibraryWin32
gladle error "failed to find Build Tools revision 18.1.0"
以下の様に怒られる場合の対処法
:preBuild UP-TO-DATE
:preDebugBuild UP-TO-DATE
:prepareDebugDependencies
:compileDebugAidl
Ignoring sample 'android-11': does not contain source.properties.
:compileDebugAidl FAILED
FAILURE: Build failed with an exception.
* What went wrong:
Execution failed for task ':compileDebugAidl'.
> failed to find Build Tools revision 18.1.0
androidのコマンドを使ってBuild Tools revision 18.1.0とBuild Tools revision 18.1.1を追加すると動くようになる。(どっちかはいらないかも)
新しくインストールした場合やアップデートした場合にデフォルトでは入らないので
表示されてるバージョンを入れるようにする。
Game project separated by engine project
ゲームのプロジェクトのリポジトリにエンジンのコードが極力入らないようにしてほしいです。
プロジェクトは、そのフォルダ配下を持ってくるだけで、完全に動くようになっていて欲しいです。
Capsule Samples.zip content into "Samples" directory or unzip the whole thing
Maybe we could simply unzip things into Tutorial/ and update repository.
pointed by @zaki50 and @ynakanishi
Doc/Android_Build.md dir name miss
Samples/01.SimpleItem/
ではなく
Tutorial/01.SimpleItem/
が正しい
sysExit() is not working
issue title describes well.
I dug code a bit and found out frameFlip() doesn't esteem bool value returned by execute().
We have to restructure sysExit scheme a bit and make it production quality (especially it's good for Android games).
btw, m_bExit is true when a game is running and turned off when exit, which is not appropriate by its name
pointed out by @zaki50
Android NDK version specifications are inconsistent in settings files
Entries in .cproject, .project, .settings (inside GameEngine-android) are not consistent.
We should at least unify them to Android NDK r9. And if possible, we could find some ways to set them depend on users' environments(Mac/Linux/Windows). Or, we should prepare a room for those settings in our documentation.
pointed out by @ynakanishi & @zaki50
Some samples are reported easily crash on multi-touch
At least Sample-16 crashes (pointed out by @zaki50)
We should check whole samples to fix thing(s).
Add documentation for building assets in Mac OS X
Mono rocks.
It is better for expression of the root directory to use an environment.
It is better for expression of the root directory of a playground to use an environment .
ドキュメント内でルートディレクトリを表現する場合には
$PLAYGROUND_ROOT
みたいな表現のほうがいいな
HTML docs should be placed in public location
iOS Deployment Target 4.3 is invalid
The current iOS Deployment Target is 4.3.
But UITextAlignment... changes iOS6.0 to NSTextAlignment...
PlaygroundOSS used NSTextAlignment.
- Emulator is noploblem.
- Actual transfer output issue.
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