Entraides et échanges autour de la technologie Scol - Informations and exchanges on the Scol technology
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Ok let's start the IOS port ^^
First setup a virtual machine : done
Also get a Mac for real tests : Done (damn it's pretty old)
Get an IPhone or IPad for tests (with jailbreak so I could install the apps for tests if I understood correctly) : maybe one day or another
Learn OSX basis : almost done (yes I found the linux terminal )
Install xcode : done
Install Cmake : done
Checkout scol sources : pfiouu it's slow
Build dependencies and update cmakes files : this one can take a whillllle
Build Scol kernel and manage IOS / OSX at the same time if possible (no idea yet)
Build SO3Engine : hopefully
Build Camera support : please make it being easier than Android
Manage multitouch : ...
Manage sensors : ...
Make the first OS3D app on IOS : ok but when ?
So any guys having some hints about OSX / IOS are welcome to help
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WOW!!!
You are unstoppable.
I think that if managing port to mac os is alot of work, leave it aside for the moment, unless you want content creators to be able to use os3d. For consumption of 3d content, if you have android and ios covered, that's the majority of users on our planet. (Well, maybe mac os for gamers, but there aren't all that many gamers using macs afaik)
You probably thought of this, but fwiw contact computer science departments of universities and post to ogre3d.org forums.....I think there is an ios community on the ogre3d forums.
Last edited by hebdemnobad (1-Sep-2015 13:12:34)
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wow just found out that Apple do not allow dynamic libraries on IOS ...
If this is true this mean the scol plugin system is not allowed ...
This is not a system limitation but only an APPLE restriction for IOS APP to be validated.
If this is true there will be a lot more work to do to be able to port scol on it
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