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https://github.com/johnnyg63/olcpgemobile_xcode

OLC Pixel Game Engine 2.0 Mobile for Xcode. Supports: MAC
https://github.com/johnnyg63/olcpgemobile_xcode

ios ios-game-development olcpixelgameengine pge-mobile

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OLC Pixel Game Engine 2.0 Mobile for Xcode. Supports: MAC

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README

        

# OLC Pixel Game Engine Mobile 2.2.8 for Xcode


Supports: Apple MAC, iOS, iPhone and iPad

This project supports iOS devices SDK 13.5 --> 17.2 and beyond



For Visual Studio All In One (Android and iOS) Project Template: OLC Pixel Game Engine Mobile 2.2.8 Visual Studio for Android and iOS


For Visual Studio Android Only (Windows) Use this project: OLC Pixel Game Engine Mobile 2.2.8 for Android Visual Studio


For Android Studio (Windows/Linux/MAC) Use this project: OLC Pixel Game Engine Mobile 2.2.8 for Android Studio


For Xcode (MAC) Use this project: OLC Pixel Game Engine Mobile 2.2.8 for Xcode




The OLC Pixel Game Engine Mobile Edition is a feature-rich fork of the original OLC Pixel Game Engine.



  • Community Interest:

    The mobile edition has garnered attention from programmers who want to create games for Android and iOS platforms.

    It’s actively maintained and developed by contributors.


  • Cross-Platform Support:

    The mobile edition extends the original engine to support Android and iOS.

    Developers can create games that run on both desktop and mobile devices.


  • Extensions and Features:

    The mobile edition includes additional features like mobile input handling, sound, and hardware interfaces.

    The mobile edition is built on SIMD/NEON advance vectorizations to ensure the fastest engine to pixel generation.

    It’s a versatile tool for prototyping, education, mobile game development and algorithm visualization for both Android and iOS devices.


  • Growing User Base:

    While not as widely known as the original, it’s steadily gaining popularity.

    Developers appreciate its simplicity and flexibility.



Remember 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! 🚀🎮



!!SHOUT OUTS!!


THANK YOU to @VasCoder without your testing this would not have been possible!

THANK YOU to @baderouaich for fixing the bug with OnUserDestroy()!

THANK YOU to @Moros1138 for PGETinker Check it out folks!!!

THANK YOU to @Javidx9 for... well everything!





WE NEED YOUR FEEDBACK PLEASE




Thank you for cloning the OLC Pixel Game Engine 2.0 Mobile.


A tremendous amount of work went into getting this engine to work smoothy with Android and iOS so you can create amazing games.

We can see that this repro gets an unbelievable number of unique clones, therefore we want to hear from you!

Please come visit me and all the volunteers at One Lone Coder and join our community.




Kind regards



John (aka Johnnyg63)


Supports olcPGEX_MiniAudio.h
https://github.com/Moros1138/olcPGEX_MiniAudio/ thanks @Moros1138

Release 2.2.8 Support Details


  • 2.01: BETA Port code from olcPixelGameEngine.h to olcPixelGameEngine_mobile.h

  • 2.02: Corrected support for X86

  • 2.03: Update EventManager to handle, Touch, Mouse and Keyboard events

  • 2.04: Corrected Touch offset, added 1 touch point, unlinked Mouse & Touch Events

  • 2.05: Sensors Support added

  • 2.06: Multi Touch Support

  • 2.06a: Added basic mouse support for Android Emulator

  • 2.07: Updated SIMD_SSE for Intel Atom devices, Updated GetTouch() to default to touch point zero

  • 2.07a: Corrected two small bugs in main.cpp

  • 2.08: Added ClearTouchPoints(int8_t startIndex = 0) for clearing of touch points at index x, some bug fixes too
    Added Demos folder with some demos. Just Copy and Paste the code into main.cpp

  • 2.09: Added Demos folder with some demos

    Added: FileManager: for gaining access to the Android Assets APK and iOS Zip Packages

    app_LoadFileFromAssets()

    app_ExtractFileFromAssets()

    app_GetInternalAppStorage()

    app_GetExternalAppStorage()

    app_GetPublicAppStorage()

    SmartPtr filehandler

    LoadFileFromAssets()

    ExtractFileFromAssets()

    GetInternalAppStorage()

    GetExternalAppStorage()

    GetPublicAppStorage()

  • 2.10: Removed ASensor_getHandle() as it only supports SDK 29 and higher. Updated project to support SDK 21 to SDK32, Thank you @VasCoder

  • 2.11: Corrected offset error bug in Drawline,
    Added release config to build.gradle.template. Please see: https://developer.android.com/studio/publish/app-signing" and
    Please see: https://stackoverflow.com/questions/9081877/how-do-i-debug-an-apk-that-is-signed-for-release for more info
    NOTE: You cannot debug or deploy a release app unless you have a signing key (Android Developer Account)

  • 2.20 Pre-Release! Can now be used in Production Environment, have fun!
    Android Keyboard mapping completed for GetKey()
    Note 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

  • 2.21 Full Production Release

  • 2.22 Better support for the latest Android phones

    The Engine will now detect the correct OpenGLES setting for your Android phone and apply the correct settings

  • 2.23 Now with Sound, supports olcPGE_MiniAudio https://github.com/Moros1138/olcPGEX_MiniAudio/ thanks @Moros1138

    Updated EventManager::HandleInput to ensure Volume UP/Down/Mute, Camera and Power Buttons are released back to the OS after execution

  • 2.24 iOS Beta support. Sensors not supported. Anything you develop for Android will work on the iOS

  • 2.25 Corrected Fatal signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault, forgot to take (subtract) the 1

  • 2.26 Updated olc_Configure to set OGLES_20 to use SDK 26->33. A big thanks you to @VasCoder for all his testing!!!!

  • 2.27 Removed mutexTouchPoints from main engine thread, the engine will run as fast as possible now!!!

  • 2.28 Correct onUserDestroy so that it is not called every frame. A Big thank you to @baderouaich.
    Added OnLowMemoryWarning()