{"id":20750834,"url":"https://github.com/johnnyg63/olcpgemobile_xcode","last_synced_at":"2025-03-11T14:22:47.864Z","repository":{"id":245684420,"uuid":"818958401","full_name":"Johnnyg63/OLCPGEMobile_Xcode","owner":"Johnnyg63","description":"OLC Pixel Game Engine 2.0 Mobile for Xcode. 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It’s genuinely the only accessible, easy-to-use mobile programming toolkit in C++ with an expressive and straightforward API (and a genuinely helpful community).\"\u003c/i\u003e\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 2.2.8 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 2.2.8 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 2.2.8 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 2.2.8 for Xcode\u003c/a\u003e\u003c/i\u003e\u003c/p\u003e\n\u003chr/\u003e\n\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\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\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\n \u003cp\u003e\u003cb\u003eRelease 2.2.8 Support Details\u003c/b\u003e\u003c/p\u003e\n\n\u003cul\u003e\n  \u003cli\u003e2.01: BETA Port code from olcPixelGameEngine.h to olcPixelGameEngine_mobile.h\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 access 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\n  \u003c/li\u003e\n  \u003cli\u003e2.24 \u003cb\u003eiOS Beta support. Sensors not supported. Anything you develop for Android will work on the iOS\u003c/b\u003e \u003c/li\u003e\n  \u003cli\u003e2.25 Corrected Fatal signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault, forgot to take (subtract) the 1\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 possible 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\u003c/ul\u003e\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fjohnnyg63%2Folcpgemobile_xcode","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fjohnnyg63%2Folcpgemobile_xcode","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fjohnnyg63%2Folcpgemobile_xcode/lists"}