{"id":20750879,"url":"https://github.com/johnnyg63/olcpgemobilevisualstudio","last_synced_at":"2025-04-28T12:54:12.288Z","repository":{"id":176115467,"uuid":"655004828","full_name":"Johnnyg63/OLCPGEMobileVisualStudio","owner":"Johnnyg63","description":"This is the release of OLC Pixel Game Engine 2.0 Mobile All In One for Android and iOS Project Template.","archived":false,"fork":false,"pushed_at":"2025-01-26T09:34:27.000Z","size":106105,"stargazers_count":37,"open_issues_count":0,"forks_count":5,"subscribers_count":3,"default_branch":"master","last_synced_at":"2025-03-30T09:41:27.122Z","etag":null,"topics":["android","android-app","android-development","android-game-development","game-development","game-engine","ios","ios-development","ios-game-development","ipad","ipad-app","ipad-game","olc","olcconsolegameengine","olcpixelgameengine","visual-studio"],"latest_commit_sha":null,"homepage":"","language":"C","has_issues":true,"has_wiki":null,"has_pages":null,"mirror_url":null,"source_name":null,"license":"gpl-3.0","status":null,"scm":"git","pull_requests_enabled":true,"icon_url":"https://github.com/Johnnyg63.png","metadata":{"files":{"readme":"README.md","changelog":null,"contributing":null,"funding":null,"license":"LICENSE.txt","code_of_conduct":null,"threat_model":null,"audit":null,"citation":null,"codeowners":null,"security":null,"support":null,"governance":null,"roadmap":null,"authors":null,"dei":null,"publiccode":null,"codemeta":null}},"created_at":"2023-06-17T15:30:59.000Z","updated_at":"2025-02-22T06:02:35.000Z","dependencies_parsed_at":"2024-11-17T08:43:11.156Z","dependency_job_id":null,"html_url":"https://github.com/Johnnyg63/OLCPGEMobileVisualStudio","commit_stats":null,"previous_names":["johnnyg63/olcpgemobileandroidprojectbeta20"],"tags_count":3,"template":false,"template_full_name":null,"repository_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/Johnnyg63%2FOLCPGEMobileVisualStudio","tags_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/Johnnyg63%2FOLCPGEMobileVisualStudio/tags","releases_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/Johnnyg63%2FOLCPGEMobileVisualStudio/releases","manifests_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/Johnnyg63%2FOLCPGEMobileVisualStudio/manifests","owner_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners/Johnnyg63","download_url":"https://codeload.github.com/Johnnyg63/OLCPGEMobileVisualStudio/tar.gz/refs/heads/master","host":{"name":"GitHub","url":"https://github.com","kind":"github","repositories_count":251319029,"owners_count":21570419,"icon_url":"https://github.com/github.png","version":null,"created_at":"2022-05-30T11:31:42.601Z","updated_at":"2022-07-04T15:15:14.044Z","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","android-game-development","game-development","game-engine","ios","ios-development","ios-game-development","ipad","ipad-app","ipad-game","olc","olcconsolegameengine","olcpixelgameengine","visual-studio"],"created_at":"2024-11-17T08:29:02.189Z","updated_at":"2025-04-28T12:54:12.280Z","avatar_url":"https://github.com/Johnnyg63.png","language":"C","funding_links":[],"categories":[],"sub_categories":[],"readme":"# OLC Pixel Game Engine Mobile All In One 2.2.8\n# For Android and iOS\n\n\u003cp\u003e\n\t\u003cb\u003eSupports: Windows, Visual Studio 2019-2022, for Android and iOS Development \u003c/b\u003e\u003cbr/\u003e\n\t\u003cb\u003eThis project supports Android and iOS devices Android SDK 21 --\u003e 34 and beyond, iOS 13.5 --\u003e 17.2 and beyond\u003c/b\u003e\n\u003c/p\u003e\n\u003chr/\u003e\n\u003cp\u003e\u003cb\u003eWhat our users say:\u003c/b\u003e\u003cbr\u003e\n\u003ci\u003e\"The main advantages of PGE mobile compared to many other tools are its flexibility with C++, low footprint (the generated APK is truly small), and performance. 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\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\u003cp\u003e\u003cimg src='https://github.com/Johnnyg63/OLCPGEMobile_Xcode/assets/96908304/6545fc21-d300-42d2-99ea-428980669fd4' /\u003e\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\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\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\u003cbr/\u003e\u003c/p\u003e \n\u003cp\u003e\u003ci\u003eVisual Studio Android \u0026 iOS template project coming soon.\u003c/i\u003e\u003c/p\u003e\n\u003cp\u003eNOTE: iOS Beta 2.2.8 does not yet support sensors\u003cbr/\u003e\n\u003cbr/\u003e If you wish to deploy to an iOS device (iPhone or iPad) you will need access to an Apple Mac Computer and an iPhone.\n\t\u003cbr/\u003e Please follow these steps on how to setup your Mac xCode to work with Visual Studio: https://learn.microsoft.com/en-us/cpp/cross-platform/install-and-configure-tools-to-build-using-ios?view=msvc-170\u003cbr/\u003e\n\t\u003cbr/\u003e \u003ci\u003eI don't make the rulez about iOS... Apple does\u003c/i\u003e\n\t\u003cbr/\u003e \u003cb\u003e\u003ci\u003e...however anything you create to work on PGE Mobile Android will work on the PGE Mobile iOS\u003c/i\u003e\u003c/b\u003e\n\u003c/p\u003e\n\u003chr/\u003e\n\u003cp\u003e\u003ci\u003ePlease see installation steps for Windows Visual Studio towards the bottom of this page\u003c/i\u003e\n\n\u003c/p\u003e\n\u003chr/\u003e\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\u003e\u003cb\u003eSegmentation Fault: Affects some phones\u003c/b\u003e\u003cbr/\u003e\n\tIf you see a Segmentation Fault at the start of debugging (can occur up to 4 times, Visual Studio 2019/2022) just change your platfrom to ARM .\u003c/p\u003e\n\u003cp\u003e\u003cimg src='https://github.com/user-attachments/assets/27db71e6-3ddf-4fb8-af68-9bcdcacdd2ad' /\u003e\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\n\u003cp\u003eEnsure you change your platfrom back to ARM64 when you intent to release your game\u003c/p\u003e\n\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 2.2.8 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/blob/master/OLCPGEMobileAllInOne228.zip\"\u003eOLCPGEMobileAllInOne228.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\u003c\u003cimg src='https://github.com/Johnnyg63/OLCPGEMobileVisualStudio/assets/96908304/478c0f85-b19d-4445-ae8c-1a6dda368b07' /\u003e /\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 All In One 2.2.8\u003c/p\u003e\n\u003cp\u003e\u003cimg src='https://github.com/Johnnyg63/OLCPGEMobileVisualStudio/assets/96908304/176af613-a4a2-48fa-bf9f-78da7545d2d3' /\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/assets/96908304/c8508e18-abbd-40d5-96b0-b460e2bb6d48' /\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\u003cp\u003e16: \u003cb\u003eFor iOS Setup please follow this steps here: \u003ca href='https://learn.microsoft.com/en-us/cpp/cross-platform/install-and-configure-tools-to-build-using-ios?view=msvc-170'\u003eTeach me\u003c/a\u003e\u003c/b\u003e \u003c/p\u003e\n\n\u003chr/\u003e\n\n\u003cp\u003e\u003cb\u003e\u003ci\u003e!!! Release 2.2.8 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\u003c/ul\u003e\n\t\n\u003c/p\u003e\n\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fjohnnyg63%2Folcpgemobilevisualstudio","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fjohnnyg63%2Folcpgemobilevisualstudio","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fjohnnyg63%2Folcpgemobilevisualstudio/lists"}