{"id":29129572,"url":"https://github.com/johnnyg63/olcpgemobile_visualstudio_android_only","last_synced_at":"2026-04-14T06:33:49.277Z","repository":{"id":242525866,"uuid":"809776076","full_name":"Johnnyg63/OLCPGEMobile_VisualStudio_Android_ONLY","owner":"Johnnyg63","description":"This is the Visual Studio release of OLC Pixel Game Engine 2.0 Mobile for Android Only: Supports VS 2022: 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unexpected eof while reading","robots_txt_status":"success","robots_txt_updated_at":"2025-07-24T06:49:26.215Z","robots_txt_url":"https://github.com/robots.txt","online":false,"can_crawl_api":true,"host_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub","repositories_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories","repository_names_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repository_names","owners_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners"}},"keywords":["android","android-app","android-development","game-development","game-engine","olcpixelgameengine","visual-studio","windows"],"created_at":"2025-06-30T03:08:48.107Z","updated_at":"2026-04-14T06:33:49.259Z","avatar_url":"https://github.com/Johnnyg63.png","language":"C","funding_links":[],"categories":[],"sub_categories":[],"readme":"# OLC Pixel Game Engine Mobile Visual Studio Android Only 2.2.9\n\u003cp\u003e\n\t\u003cb\u003eNow with Lightweight 3D Support\u003c/b\u003e\u003cbr/\u003e\n\t\u003cb\u003eSee \u003ca href=\"https://github.com/Johnnyg63/OLCPGEMobile_VisualStudio_Android_ONLY/blob/master/Demos/Mobile3DGraphicsDemo.cpp\"\u003e3D Demo Here\u003c/a\u003e\u003c/b\u003e\n\u003c/p\u003e\n\u003cp\u003e\n\t\u003cb\u003eSupports: Windows, Visual Studio 2019-2022\u003c/b\u003e\u003cbr/\u003e\n\t\u003cb\u003eThis project supports Android devices SDK 21 --\u003e 34 and beyond\u003c/b\u003e\n\u003c/p\u003e\n\u003chr/\u003e\n\u003cp\u003eFor Visual Studio All In One (Android and iOS) Project Template: \u003ca href=\"https://github.com/Johnnyg63/OLCPGEMobileVisualStudio\"\u003eOLC Pixel Game Engine Mobile 2.2.9 Visual Studio for Android and iOS\u003c/a\u003e\u003c/i\u003e\u003c/p\u003e\n\u003cp\u003eFor Visual Studio Android Only (Windows) Use this project: \u003ca href=\"https://github.com/Johnnyg63/OLCPGEMobileVisualStudio_Android\"\u003eOLC Pixel Game Engine Mobile 2.2.9 for Android Visual Studio\u003c/a\u003e\u003c/i\u003e\u003c/p\u003e\n\u003cp\u003eFor Android Studio (Windows/Linux/MAC) Use this project: \u003ca href=\"https://github.com/Johnnyg63/OLCPGEMobile_AndroidStudio\"\u003eOLC Pixel Game Engine Mobile 2.2.9 for Android Studio\u003c/a\u003e\u003c/i\u003e\u003c/p\u003e\n\u003cp\u003eFor Xcode (MAC) Use this project: \u003ca href=\"https://github.com/Johnnyg63/OLCPGEMobile_Xcode\"\u003eOLC Pixel Game Engine Mobile 2.2.9 for Xcode\u003c/a\u003e\u003c/i\u003e\u003c/p\u003e\n\u003chr/\u003e\n\u003cp\u003e\n\tThe \u003cb\u003e\u003ci\u003eOLC Pixel Game Engine Mobile Edition \u003c/i\u003e\u003c/b\u003eis a feature-rich fork of the original \u003ca href='https://github.com/OneLoneCoder/olcPixelGameEngine'\u003e OLC Pixel Game Engine\u003c/a\u003e. \u003cbr/\u003e\n\t\u003cul\u003e\n\t\t\u003cli\u003e\n\t\t\t\u003cb\u003eCommunity Interest:\u003c/b\u003e\u003cbr/\u003e\n   \t\t\tThe mobile edition has garnered attention from programmers who want to create games for Android and iOS platforms.\u003cbr/\u003e\n      \t\t\tIt’s actively maintained and developed by contributors.\n\t\t\u003c/li\u003e\n  \t\t\u003cli\u003e\n\t\t\t\u003cb\u003eCross-Platform Support:\u003c/b\u003e\u003cbr/\u003e\n   \t\t\tThe mobile edition extends the original engine to support Android and iOS.\u003cbr/\u003e\n      \t\t\tDevelopers can create games that run on both desktop and mobile devices.\n\t\t\u003c/li\u003e\n  \t\t\u003cli\u003e\n\t\t\t\u003cb\u003eExtensions and Features:\u003c/b\u003e\u003cbr/\u003e\n   \t\t\tThe mobile edition includes additional features like mobile input handling, sound, and hardware interfaces.\u003cbr/\u003e\n      \t\t\tThe mobile edition is built on SIMD/NEON advance vectorizations to ensure the fastest engine to pixel generation.\u003cbr/\u003e\n      \t\t\tIt’s a versatile tool for prototyping, education, mobile game development and algorithm visualization for both Android and iOS devices.\n\t\t\u003c/li\u003e\n\t\t\u003cli\u003e\n\t\t\t\u003cb\u003eGrowing User Base:\u003c/b\u003e\u003cbr/\u003e\n   \t\t\tWhile not as widely known as the original, it’s steadily gaining popularity.\u003cbr/\u003e\n      \t\t\tDevelopers appreciate its simplicity and flexibility.\n\t\t\u003c/li\u003e\n  \t\u003c/ul\u003e\u003cbr/\u003e\n   \u003ci\u003eRemember that both versions—original and mobile—are valuable tools for game development and learning. If you’re interested in mobile game development, give the mobile edition a try! 🚀🎮\u003c/i\u003e\n\n\u003c/p\u003e\n\n\u003chr/\u003e\n\u003cp\u003e\u003cb\u003e\u003ci\u003e!!SHOUT OUTS!!\u003c/i\u003e\u003c/b\u003e\u003cbr/\u003e\u003cbr/\u003e\n \t\u003cb\u003e\u003ci\u003eTHANK YOU\u003c/i\u003e\u003c/b\u003e to \u003ca href='https://github.com/vitoralmeidasilva'\u003e@VasCoder\u003c/a\u003e without your testing this would not have been possible!\u003cbr/\u003e\n\t\u003cb\u003e\u003ci\u003eTHANK YOU\u003c/i\u003e\u003c/b\u003e to \u003ca href='https://github.com/baderouaich/'\u003e@baderouaich\u003c/a\u003e for fixing the bug with OnUserDestroy()!\u003cbr/\u003e\n \t\u003cb\u003e\u003ci\u003eTHANK YOU\u003c/i\u003e\u003c/b\u003e to \u003ca href='https://github.com/Moros1138'\u003e@Moros1138\u003c/a\u003e for \u003ca href='https://pgetinker.com/'\u003ePGETinker\u003c/a\u003e Check it out folks!!!\u003cbr/\u003e\n  \t\u003cb\u003e\u003ci\u003eTHANK YOU\u003c/i\u003e\u003c/b\u003e to \u003ca href='https://github.com/OneLoneCode'\u003e@Javidx9\u003c/a\u003e for... well everything!\u003cbr/\u003e\n\n\u003c/p\u003e\n\u003chr/\u003e\n\u003cp\u003e\u003cimg src='https://github.com/Johnnyg63/OLCPGEMobile_Xcode/assets/96908304/6545fc21-d300-42d2-99ea-428980669fd4' /\u003e\u003c/p\u003e\n\n\u003chr/\u003e\n\n\u003cp\u003e\u003cb\u003e\u003ci\u003eWE NEED YOUR FEEDBACK PLEASE\u003c/i\u003e\u003c/b\u003e\u003c/p\u003e\n\u003chr/\u003e\n\u003cp\u003e\u003ci\u003e\u003cb\u003eThank you for cloning the OLC Pixel Game Engine 2.0 Mobile.\u003c/b\u003e\u003cbr/\u003e\u003cbr/\u003e\n\tA tremendous amount of work went into getting this engine to work smoothy with Android and iOS so you can create amazing games.\u003cbr/\u003e\n \tWe can see that this repro gets an \u003cb\u003eunbelievable number of unique clones\u003c/b\u003e, therefore we want to hear from you!\u003cbr/\u003e\n  \tPlease come visit me and all the volunteers at One Lone Coder and join our community.\n   \t\u003cul\u003e\n\t\t\u003cli\u003eDiscord: \u003ca href=\"https://discord.com/invite/WhwHUMV\"\u003eOne Lone Coder\u003c/a\u003e\u003c/li\u003e\n\t\t\u003cli\u003eYouTube: \u003ca href=\"https://www.youtube.com/c/javidx9\"\u003eOne Lone Coder\u003c/a\u003e \u003c/li\u003e\n\t\t\u003cli\u003eTwitch: \u003ca href=\"https://www.twitch.tv/javidx9\"\u003eOne Lone Coder\u003c/a\u003e\u003c/li\u003e\n\t\t\u003cli\u003eWebsite: \u003ca href=\"https://community.onelonecoder.com/\"\u003ewww.onelonecoder.com\u003c/a\u003e\u003c/li\u003e\n\t\t\u003cli\u003ePGETinker: \u003ca href=\"https://pgetinker.com/\"\u003ePGETinker.com\u003c/a\u003e \u003c/li\u003e\n\t\u003c/ul\u003e\n \u003cbr/\u003e\n Kind regards\u003cbr/\u003e\n \u003cbr/\u003e\n John (aka Johnnyg63)\n\u003c/i\u003e\u003c/p\u003e\n\n\u003chr/\u003e\n\n\u003cp\u003e\u003cb\u003e\u003ci\u003e!!! IMPORTANT NOTICE!!!\u003c/i\u003e\u003c/b\u003e\u003c/p\u003e\n\u003cp\u003eThere was a step missing from the below instructions, I did not know until today that folks where having issues with the template\u003cbr/\u003e\n\tPlease reach out to us on Discord: \u003ca href=\"https://discord.com/invite/WhwHUMV\"\u003eOne Lone Coder\u003c/a\u003e if every you are having issues.\n\t\u003cbr/\u003e\n\t\u003cbr/\u003e\n\t\u003ci\u003eYou must accept the Android Terms and Conditions in order to use OLC PGE Mobile STEP 6 Below:\u003c/i\u003e\n\t\u003cul\u003e\n  \t\t\u003cli\u003e\u003cb\u003e\u003ci\u003eWindows\u003c/i\u003e\u003c/b\u003e \u003c/li\u003e\n\t\t\u003cli\u003eOpen Command Prompt in Administrator Mode\u003c/li\u003e\n\t\t\u003cli\u003esetx -m JAVA_HOME \"C:\\Program Files\\Java\\jdk-17\"\u003c/li\u003e\n\t\t\u003cli\u003eNavigate to: \"C:\\Program Files (x86)\\Android\\android-sdk\\cmdline-tools\\11.0\\bin\" \u003c/li\u003e\n\t\t\u003cli\u003eEnter: \"sdkmanager.bat --update\" \u003c/li\u003e\n\t\t\u003cli\u003eAccept: \"Y\" \u003c/li\u003e\n\t\t\u003cli\u003e\u003cimg src='https://github.com/Johnnyg63/OLCPGEMobileVisualStudio/assets/96908304/680faaa3-8123-479b-ba15-18f3a8aeae88'\u003c/li\u003e\n\t\t\u003cli\u003e\u003cb\u003e\u003ci\u003eLinux, MacOS\u003c/i\u003e\u003c/b\u003e \u003c/li\u003e\n\t\t\u003cli\u003eNavigate to: \"sdk/tools/bin\" \u003c/li\u003e\n\t\t\u003cli\u003eEnter: \"sudo ./sdkmanager --licenses\" \u003c/li\u003e\n\t\t\u003cli\u003eAccept: \"Y\" \u003c/li\u003e\n\t\u003c/ul\u003e\n\u003c/p\u003e\n\u003chr/\u003e\n\u003cp\u003e\u003cb\u003e\u003ci\u003e!!! Known Issues !!!\u003c/i\u003e\u003c/b\u003e\u003c/p\u003e\n\u003cp\u003eIf you see a Segmentation Fault at the start of debugging (can occur up to 4 times, Visual Studio 2019/2022) just click Continue, I am working on this at the moment.\u003c/p\u003e\n\u003cp\u003e\u003cimg src='https://github.com/Johnnyg63/OLCPGEMobileVisualStudio/assets/96908304/eea76342-054c-4593-a6fb-2a6f213ec735' /\u003e\n\u003c/p\u003e\n\u003chr/\u003e\n\u003cp\u003e\u003cb\u003e\u003ci\u003e!!! NOW WITH iOS SUPPORT!!!\u003c/i\u003e\u003c/b\u003e\u003c/p\u003e\n\u003cp\u003e\u003cb\u003e\u003ci\u003eAnything you develop for PGE Mobile Android will work on the iOS\u003c/i\u003e\u003c/b\u003e\u003c/p\u003e\n\n\u003cp\u003e\u003ci\u003eVisual Studio Android \u0026 iOS template project coming soon.\u003c/i\u003e\u003c/p\u003e\n\u003cp\u003e\u003ci\u003eApple xCode template project coming soon.\u003c/i\u003e\u003c/p\u003e\n\u003cp\u003eNOTE: iOS Beta 2.2.9 does not yet support sensors\u003c/p\u003e\n\u003chr/\u003e\n\n\n\u003cp\u003e\u003cb\u003e\u003ci\u003eWE NEED YOUR FEEDBACK PLEASE\u003c/i\u003e\u003c/b\u003e\u003c/p\u003e\n\n\u003chr/\u003e\n\u003cp\u003e\u003ci\u003e\u003cb\u003eThank you for cloning the OLC Pixel Game Engine 2.0 Mobile.\u003c/b\u003e\u003cbr/\u003e\u003cbr/\u003e\n\tA tremendous amount of work went into getting this engine to work smoothy with Android and iOS plus keep it simple so you can create amazing games.\u003cbr/\u003e\n \tWe can see that this repro gets an \u003cb\u003eunbelievable number of unique clones\u003c/b\u003e, therefore we want to hear from you!\u003cbr/\u003e\n  \tPlease come visit me and all the volunteers at One Lone Coder and join our community.\n   \t\u003cul\u003e\n\t\t\u003cli\u003eDiscord: \u003ca href=\"https://discord.com/invite/WhwHUMV\"\u003eOne Lone Coder\u003c/a\u003e\u003c/li\u003e\n\t\t\u003cli\u003eYouTube: \u003ca href=\"https://www.youtube.com/c/javidx9\"\u003eOne Lone Coder\u003c/a\u003e \u003c/li\u003e\n\t\t\u003cli\u003eTwitch: \u003ca href=\"https://www.twitch.tv/javidx9\"\u003eOne Lone Coder\u003c/a\u003e\u003c/li\u003e\n\t\t\u003cli\u003eWebsite: \u003ca href=\"https://community.onelonecoder.com/\"\u003ewww.onelonecoder.com\u003c/a\u003e\u003c/li\u003e\n\t\u003c/ul\u003e\n \u003cbr/\u003e\n Kind regards\u003cbr/\u003e\n \u003cbr/\u003e\n John (aka Johnnyg63)\n\u003c/i\u003e\u003c/p\u003e\n\u003chr/\u003e\n\n\n\u003cp\u003e\u003cb\u003e!!! Android Engine Updates !!!\u003c/b\u003e\u003c/p\u003e\n\u003cp\u003e\u003cb\u003eSupports olcPGEX_MiniAudio.h\u003c/b\u003e\u003cbr/\u003e\u003ca href=\"https://github.com/Moros1138/olcPGEX_MiniAudio/\"\u003ehttps://github.com/Moros1138/olcPGEX_MiniAudio/\u003c/a\u003e thanks @Moros1138\u003c/p\u003e\n\u003cp\u003e\u003cb\u003eSupports the latest Android Phones and GPUs\u003c/b\u003e\u003cbr/\u003e SDK 23 --\u003e 34 and beyond\u003c/p\u003e\n\u003cp\u003eFor Android we needed to split the renderer into Renderer_OGLES10 and Renderer_OGLES20. Although most of the code is pretty much the same\n\tthere maybe updates in the future to support newer \u0026 newer Android GPUs coming to the market and I didn't want to end up in a mess of conditional\n\tstatements... well not yet anyway.\u003c/p\u003e\n\t\u003cp\u003eThe olc_ConfigureSystem() manages this:\u003cbr/\u003e\n\t\u003cb\u003eRenderer_OGLES10:\u003c/b\u003e Support for SDK 21 - 25 This code better supports ARM devices, however ARM64 will work just fine with it.\u003cbr/\u003e\n\t\u003cb\u003eRenderer_OGLES20:\u003c/b\u003e Support for SDK 26 - 33 and beyond. This code is really for ARM64 and the latest GPUs on the market, also for iOS support.\u003cbr/\u003e\n\tYou can adjust the SDK value in olc_ConfigureSystem() as you require \u003c/p\u003e\n\u003chr/\u003e\n\n\u003cp\u003e\u003cb\u003e\u003ci\u003e!!! Visual Studio Installation !!!\u003c/i\u003e\u003c/b\u003e\u003c/p\u003e\n\u003cp\u003eFor Android Studio (Windows/Linux/MAC) project can be found here: \u003ca href=\"https://github.com/Johnnyg63/OLCPGEMobileAndroidStudio\"\u003eOLC Pixel Game Engine Mobile 2.2.9 for Android Studio\u003c/p\u003e\n\n\u003cp\u003e1: Launch Visual Studio 2022 Installer\u003c/p\u003e \u003c!--Thanks @Pirate Voxel --\u003e\n\u003cp\u003e2: Click Modify\u003c/p\u003e\n\u003cp\u003e3: Install Mobile Development with C++ \u003c/p\u003e\n\u003cp\u003e\u003cimg src='https://github.com/Johnnyg63/OLCPGEMobileAndroidProjectBeta20/assets/96908304/5812774f-54fa-4875-90ec-4f2e2d7a9899' /\u003e\n\u003c/p\u003e\n\u003cp\u003e5: Install Java 17: https://www.oracle.com/java/technologies/downloads/#java17\u003c/p\u003e\n\u003cp\u003e6:\u003cb\u003eAccept Android Terms and condidtions: \u003c/b\u003e\n\u003cbr/\u003e\n\t\u003cul\u003e\n  \t\t\u003cli\u003e\u003cb\u003e\u003ci\u003eWindows\u003c/i\u003e\u003c/b\u003e \u003c/li\u003e\n\t\t\u003cli\u003eOpen Command Prompt in Administrator Mode\u003c/li\u003e\n\t\t\u003cli\u003esetx -m JAVA_HOME \"C:\\Program Files\\Java\\jdk-17\"\u003c/li\u003e\n\t\t\u003cli\u003eNavigate to: \"C:\\Program Files (x86)\\Android\\android-sdk\\cmdline-tools\\11.0\\bin\" \u003c/li\u003e\n\t\t\u003cli\u003eEnter: \"sdkmanager.bat --update\" \u003c/li\u003e\n\t\t\u003cli\u003eAccept: \"Y\" \u003c/li\u003e\n\t\t\u003cli\u003e\u003cimg src='https://github.com/Johnnyg63/OLCPGEMobileVisualStudio/assets/96908304/680faaa3-8123-479b-ba15-18f3a8aeae88'\u003c/li\u003e\n\t\t\u003cli\u003e\u003cb\u003e\u003ci\u003eLinux, MacOS\u003c/i\u003e\u003c/b\u003e \u003c/li\u003e\n\t\t\u003cli\u003eNavigate to: \"sdk/tools/bin\" \u003c/li\u003e\n\t\t\u003cli\u003eEnter: \"sudo ./sdkmanager --licenses\" \u003c/li\u003e\n\t\t\u003cli\u003eAccept: \"Y\" \u003c/li\u003e\n\t\u003c/ul\u003e\n\u003c/p\u003e\n\u003cp\u003e7: Open Visual Studio --\u003eTools--\u003eOptions--\u003eCross Platform. Update your SDK, NDK and Java Path as shown\u003c/p\u003e\n\u003cp\u003e\u003cimg src='https://github.com/Johnnyg63/OLCPGEMobileAndroidProjectBeta20/assets/96908304/77f70549-0d99-4f1e-9415-42fda6a99b20' /\u003e\u003c/p\u003e\n\u003cp\u003e8: Copy the \u003ca href='https://github.com/Johnnyg63/OLCPGEMobileVisualStudio_Android/blob/master/OLCPGEMobileAndroidProjectRelease228.zip'\u003eOLCPGEMobileAndroidProjectRelease228.zip\u003c/a\u003e to your Projects Templates folder. Example: C:\\Users\\\u003ci\u003eyour username\u003c/i\u003e\\OneDrive\\Documents\\Visual Studio 2022\\Templates\\ProjectTemplates\u003c/p\u003e\n\u003cp\u003e\u003cimg src='https://github.com/Johnnyg63/OLCPGEMobileVisualStudio_Android/assets/96908304/ffa2269f-1f06-493c-b945-2d023b3dc761' /\u003e\u003c/p\u003e\n\u003cp\u003e9: Put your Android phone into \u003ca href=\"https://developer.android.com/studio/debug/dev-options#enable\"\u003e Development Mode\u003c/a\u003e and enable \u003ca href=\"https://developer.android.com/studio/debug/dev-options#Enable-debugging\"\u003eUSB Debugging.\u003c/a\u003e\u003c/p\u003e \u003c!--Thanks @Pirate Voxel --\u003e\n\u003cp\u003e10: Run Visual Studio 2022 in Admin Mode\u003c/p\u003e\n\u003cp\u003e\u003cimg src='https://github.com/Johnnyg63/OLCPGEMobileAndroidProjectBeta20/assets/96908304/daa5e9a6-309c-4b48-be44-c897ff54b6b2' /\u003e\u003c/p\u003e\n\u003cp\u003e11: Select Create Project\u003c/p\u003e\n\u003cp\u003e\u003cimg src='https://github.com/Johnnyg63/OLCPGEMobileAndroidProjectBeta20/assets/96908304/c720f822-4e62-417c-8322-b38f8f102059' /\u003e\u003c/p\u003e\n\u003cp\u003e12: Select OLC Pixel Game Engine Mobile 2.2.9 for Android\u003c/p\u003e\n\u003cp\u003e\u003cimg src='https://github.com/Johnnyg63/OLCPGEMobileVisualStudio_Android/assets/96908304/9a43149c-69ba-4d99-b15b-557b04860c4e' /\u003e\u003c/p\u003e\n\u003cp\u003e13: Give your game a cool name. \u003cb\u003eNO SPACES\u003c/b\u003e Do not start your project with a number: i.e. 3DShapes, 4Runner\u003c/p\u003e\n\u003cp\u003e\u003cimg src='https://github.com/Johnnyg63/OLCPGEMobileVisualStudio_Android/assets/96908304/f921a6ed-4de4-4a9b-a1ad-603afb5fcf81' /\u003e\u003c/p\u003e\n\u003cp\u003ePlease Note: Keep in mind that you need see your device name appear near the solution configuration, if not, it may not build\u003c/p\u003e\n\u003cp\u003e\u003cimg src='https://github.com/ZikriBen/OLCPGEMobileVisualStudio/assets/57237262/a6d9f14f-d39c-4b82-b837-6d7c53c35097' /\u003e\u003c/p\u003e\n\u003cp\u003e14: First time build: \u003cbr/\u003e\n\tThe first time you create a project from the template it may take several minutes to build.\u003cbr/\u003e\n\tThis happens because the template needs to download/update all the files you need in order for the PGE Mobile to be successful \u003cbr/\u003e\n\t\u003cp\u003e\u003cimg src='https://github.com/Johnnyg63/OLCPGEMobileVisualStudio/assets/96908304/53d26371-cd8f-47ca-babc-b914d6bf5973' /\u003e\u003c/p\u003e\n\u003c/p\u003e\n\u003c/p\u003e\n\u003cp\u003e15: Connect your phone and rebuild the solution, enjoy OLC Pixel Game Engine Mobile 2.0!\u003c/p\u003e\n\u003cp\u003e\u003cimg src='https://github.com/Johnnyg63/OLCPGEMobileAndroidProjectBeta20/assets/96908304/b5e9e72e-73cf-4fe1-ba66-7df31790fce9' /\u003e\u003c/p\u003e\n\n\u003chr/\u003e\n\n\u003cp\u003e\u003cb\u003e\u003ci\u003e!!! Release 2.2.9 Support Details !!!\u003c/i\u003e\u003c/b\u003e\u003c/p\u003e\n\n\u003cp\u003e\n\u003cul\u003e\n  \u003cli\u003e2.01: BETA Port code from olcPixelGameEngine.h to olcPixelGameEngine_mobile.h. Thanks @Javidx9\u003c/li\u003e\n  \u003cli\u003e2.02: Corrected support for X86\u003c/li\u003e\n  \u003cli\u003e2.03: Update EventManager to handle, Touch, Mouse and Keyboard events\u003c/li\u003e\n  \u003cli\u003e2.04: Corrected Touch offset, added 1 touch point, unlinked Mouse \u0026 Touch Events\u003c/li\u003e\n  \u003cli\u003e2.05: Sensors Support added\u003c/li\u003e\n  \u003cli\u003e2.06: Multi Touch Support\u003c/li\u003e\n  \u003cli\u003e2.06a: Added basic mouse support for Android Emulator\u003c/li\u003e\n  \u003cli\u003e2.07: Updated SIMD_SSE for Intel Atom devices, Updated GetTouch() to default to touch point zero\u003c/li\u003e\n  \u003cli\u003e2.07a: Corrected two small bugs in main.cpp\u003c/li\u003e\n  \u003cli\u003e2.08: Added ClearTouchPoints(int8_t startIndex = 0) for clearing of touch points at index x, some bug fixes too\u003cbr/\u003e \u003ci\u003eAdded Demos folder with some demos. Just Copy and Paste the code into main.cpp\u003c/i\u003e\u003c/li\u003e\n  \u003cli\u003e2.09: Added Demos folder with some demos\n\t\u003cbr/\u003e Added: FileManager: for gaining acccess to the Android Assets APK and iOS Zip Packages\n\t\t\t\t\u003cbr/\u003e app_LoadFileFromAssets()\n\t\t\t\t\u003cbr/\u003e app_ExtractFileFromAssets()\n\t\t\t\t\u003cbr/\u003e app_GetInternalAppStorage()\n\t\t\t\t\u003cbr/\u003e app_GetExternalAppStorage()\n\t\t\t\t\u003cbr/\u003e app_GetPublicAppStorage()\n\t\t\t\t\u003cbr/\u003e SmartPtr filehandler\n\t\t\t\t\u003cbr/\u003e LoadFileFromAssets()\n\t\t\t\t\u003cbr/\u003e ExtractFileFromAssets()\n\t\t\t\t\u003cbr/\u003e GetInternalAppStorage()\n\t\t\t\t\u003cbr/\u003e GetExternalAppStorage()\n\t\t\t\t\u003cbr/\u003e GetPublicAppStorage()\n  \u003c/li\u003e\n  \u003cli\u003e2.10: Removed ASensor_getHandle() as it only supports SDK 29 and higher. Updated project to support SDK 21 to SDK32, Thank you @VasCoder\u003c/li\u003e\n  \u003cli\u003e2.11: Corrected offset error bug in Drawline,\u003cbr/\u003e Added release config to build.gradle.template. Please see: \u003ca href=\"https://developer.android.com/studio/publish/app-signing\"\u003ehttps://developer.android.com/studio/publish/app-signing\"\u003c/a\u003e and\u003cbr/\u003e Please see: \u003ca href=\"https://developer.android.com/studio/publish/app-signing\"\u003ehttps://stackoverflow.com/questions/9081877/how-do-i-debug-an-apk-that-is-signed-for-release\u003c/a\u003e for more info\u003cbr/\u003e\u003cb\u003eNOTE: You cannot debug or deploy a release app unless you have a signing key (Android Developer Account)\u003c/b\u003e\u003c/li\u003e\n  \u003cli\u003e2.20 \u003cb\u003ePre-Release!\u003c/b\u003e Can now be used in Production Environment, have fun! \u003cbr/\u003e Android Keyboard mapping completed for GetKey() \u003cbr/\u003eNote if using a MacOS, Linux or Windows for debugging, some keys may not map correctly, directionally keys will be out of sync as Android is mapped to a Direction Pad by default\u003c/li\u003e\n  \u003cli\u003e2.21 \u003cb\u003eFull Production Release\u003c/b\u003e \u003c/li\u003e\n  \u003cli\u003e2.22 Better support for the latest Android phones\u003cbr/\u003e\n\t\t\tThe Engine will now detect the correct OpenGLES setting for your Android phone and apply the correct settings\u003c/li\u003e\n  \u003cli\u003e2.23 Now with Sound, supports olcPGE_MiniAudio \u003ca href=\"https://github.com/Moros1138/olcPGEX_MiniAudio/\"\u003ehttps://github.com/Moros1138/olcPGEX_MiniAudio/\u003c/a\u003e thanks @Moros1138\n\t\t   \u003cbr/\u003eUpdated EventManager::HandleInput to ensure Volume UP/Down/Mute, Camera and Power Buttons are released back to the OS after execution\u003c/li\u003e\n  \u003cli\u003e2.24 iOS Beta support. Sensors not supported. Anything you develop for Android will work on the iOS\u003c/li\u003e\n  \u003cli\u003e2.25 Corrected Fatal signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault, forgot to take (subtract) the \u003c/li\u003e\n  \u003cli\u003e2.26 Updated olc_Configure to set OGLES_20 to use SDK 26-\u003e33. A big thanks you to @VasCoder for all his testing!!!!\u003c/li\u003e\n  \u003cli\u003e2.27 Removed mutexTouchPoints from main engine thread, the engine will run as fast as possiable now!!! \u003c/li\u003e\n  \u003cli\u003e2.28 Correct onUserDestroy so that it is not called every frame. A Big thank you to \u003ca href='https://github.com/baderouaich/'\u003e@baderouaich\u003c/a\u003e. \u003cbr/\u003eAdded OnLowMemoryWarning() \u003c/li\u003e\n  \u003cli\u003e2.29: Brought olc::v_2d inline with other sources \u003cbr\u003e\n \t      Hardware 3D Rendering \u003cbr\u003e\n\t\t  +HW3D_Projection() - Sets a hardware projection matrix for 3D rendering \u003cbr\u003e\n\t\t  +HW3D_EnableDepthTest - Sets whether 3D rendered objects should be depth tested \u003cbr\u003e\n\t\t  +HW3D_SetCullMode - Sets which faces of a 3D rendered model are visible \u003cbr\u003e\n\t\t  +HW3D_DrawObject - Draw a 3D mesh using hardware \u003cbr\u003e\n\t\t  +HW3D_DrawLine - Draw a 3D line using hardware \u003cbr\u003e\n\t\t  +HW3D_DrawLineBox\t- Draw a 3D box using hardware \u003cbr\u003e\n\t\t  +adv_FlushLayerGPUTasks - [ADVANCED] Prematurely drain GPUTasks for immediate buffer update \u003cbr\u003e\n\t\t  Added polylines as drawable decal\tstructures \u003cbr\u003e\n\t\t  Updated Geometry2D to support non-segment line intersections \u003cbr\u003e\n\t\t  +olcUTIL_Hardware3D.h file v1.01 \u003cbr\u003e\n\t\t  NOTICE OF DEPRECATION! olc::DecalInstance is to be removed and replaced by olc::GPUTask \u003c/li\u003e\n\u003c/ul\u003e\n\t\n\u003c/p\u003e\n\n\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fjohnnyg63%2Folcpgemobile_visualstudio_android_only","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fjohnnyg63%2Folcpgemobile_visualstudio_android_only","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fjohnnyg63%2Folcpgemobile_visualstudio_android_only/lists"}