Just to be clear, did you succeed compiling the API but then have problems compiling the example?
Also what target are you compiling to? Is it Android?
Lapo wrote:Just to be clear, did you succeed compiling the API but then have problems compiling the example?
Also what target are you compiling to? Is it Android?
Thanks
No, i couldn't compile the example game.
I created a new project and i configured the xCode as indicated in the instalation/game guide. Including boost, openssl, sfs2x, etc. But i've that error.
What's your recommendation for solve it? I have no idea what change should I do.
Thanks.
I got in touch with the original developer and I hope he will get back to us soon and chime in here.
As regards other examples, no that's the only Cocos-2D example we have.
However, there is nothing really special about Cocos. Any C++ application can use the SFS2X client once it's compiled.
Unfortunately C++ is a complex beast when you want to go multi-platform, as you have to switch compilation environment and may encounter difficulties building a project for one platform or the other.
That's why we usually recommend C++ only for developers who are already experienced with the build environments they're targeting.
Update
We got a reply from the demo's author, Dang
I checked the post, look like his complied libraries doesn’t support arm64 platform which is required by iOS platform from Apple, I guess this could comes from Boost library. Because your document only give a guidance to compile the Boost library on OSX platform(darwin64-x86_64) so actually if he goes to that tutorial, the library cannot works well with iOS platform for sure
He also says that he already added a compiled version of the Boost lib for iOS/arm64 in the sources folder and he suggests to use that.
Also keep in mind that, since the Boost lib is compiled for arm64 it won't work in the iOS Simulator (which is x86). So you will have to test using a device connected to your computer.
Lapo wrote:Update
We got a reply from the demo's author, Dang
I checked the post, look like his complied libraries doesn’t support arm64 platform which is required by iOS platform from Apple, I guess this could comes from Boost library. Because your document only give a guidance to compile the Boost library on OSX platform(darwin64-x86_64) so actually if he goes to that tutorial, the library cannot works well with iOS platform for sure
He also says that he already added a compiled version of the Boost lib for iOS/arm64 in the sources folder and he suggests to use that.
Also keep in mind that, since the Boost lib is compiled for arm64 it won't work in the iOS Simulator (which is x86). So you will have to test using a device connected to your computer.
Sorry, i tried but i can't.
If the SpaceWars creator wants to publish a new version on github or whatelse repo, it would be nice for me, because i can't compile on cocos2d-x 3.17 in iOS + xCode 10.