I followed the steps in the readme but get this error in xCode:
"No such file or directory (/Users/tom/Library/Developer/Xcode/DerivedData/StressTest_2-dkzqmfjirmviydeneinfllnicxzn/Build/Products/Debug-iphoneos/StressTest_2.app/StressTest_2)"
hi @tom2012 just tested on my mac. using xcode 4.4.1
from gideros i exported stresstest_1 opened in xcode add under foder plugins (of stresstest_1 project) libtntcollision.a copued from tntcollisionengine\Libs\iOs) libtntcollision.a
added under "Build Setting" of GiderosiOSPlayer Linking->”Other Linker Flags” the flag "-all_load" (without quotes)
compiled for my test device (ipod 2Gen) and work fine. also tested OK on ios Simulator.
what version of xcode are you using?
are you sure to have added libtntcollision.a and linkr flags ?
TNT ENGiNE for Gideors Studio - Particle Engine, Virtual Pad, Animator Studio, Collision Engine - DOWNLOAD NOW !!! IT'S FREE!!! - www.tntengine.com
Also, got to say how useful this collision detection system is. I'm using a mix of GregBug's collision detection and some box2D between my character and monsters.
TNT Engine is perfect for things like collectibles where box2d collision is overkill.
Resolved. When i had added the tntcollision plugin, xcode generated this path in "build settings"->"library search path": $(inherited) \"$(SRCROOT)/ZeroSphere/Plugins\" \"$(SRCROOT)/ZeroSphere\" /Users/arcadia/Documents/gideros/ios/ZeroSphere/ZeroSphere
I have replaced it with: $(inherited) $(SRCROOT)/ZeroSphere/Plugins/ $(SRCROOT)/ZeroSphere/ /Users/arcadia/Documents/gideros/ios/ZeroSphere/ZeroSphere
I have put in my app the flurry , chartboost sdk and now nothing runs causing the same problem as you guys . I tried to fix it the way you said arcadia but i couldnt . Can anyone help? Or maybe arcadia can you put an exact screenshot from your library to see the files?
I'm trying to add a native plugin to GiderosiOSPlayer XCode project. Here is a quote from the manual:
1. Decompress GiderosiOSPlayer.zip 2. Open giderosiOSPlayer.xcodeproj with xCode 3. Add under GiderosiOSPlayer/Plugins the file libtntcollision.a (from TNT Collision Engine folder Libs/iOS) 4. Add in xCode under "Build Setting" of GiderosiOSPlayer Linking->”Other Linker Flags” the flag "-all_load" (without quotes)
ready for test/compile !
I do everything as in this manual but getting an error when compiling:
ld: warning: directory not found for option '-L"/Users/Synthetic/Desktop/GiderosiOSPlayer/GiderosiOSPlayer"' ld: warning: directory not found for option '-L"/Users/Synthetic/Desktop/GiderosiOSPlayer/GiderosiOSPlayer/Plugins"' ld: library not found for -lluasocket clang: error: linker command failed with exit code 1 (use -v to see invocation)
I use a XCode version 5.0.2 on OS X Mavericks 10.9.2. Since I'm new to XCode, then ask for your help.
Hi and thanks to use my lib! in upcoming release (1.05) i'll update the docs...
with xcode 5 you need to correct the path under Build Setting -> Search Path LIBRARY_SEARCH_PATHS this is the automatic generated string (in my system)
Hi guys, I am about to throw my laptop out the window. No matter what I do, neither my iOS or Android projects are finding tntcollision.lua - please please please help.
I need to understand more how this works. I've added libtntCollision.dylib to /Gideros Studio/Plugins (I think I had to rename it libtntcollision.dylib for the Gideros Player to work!).
I exported projects for both iOS and Android, they both run in the simulators but crash with can't find tntcollision.lua.
I Added the libtntcollision.a file to my XCode project (I actually then had to mess around with renaming libluasocket.a to lluasocket.a and had some issues with a mystery lgideros.a) but I eventually got the game to run. Then it fails looking for tntcollision.lua.
So I thought, hmm, maybe XCode is just being XCode, so I tried the Android path. Less problems here but still, the same thing. (Sorta) when I run the game, the line
System.loadLibrary("tntcollision");
in Activity.java throws a fatal exception.
It looks like regardless of adding the libtntcollision.a file (or armeabi folders in the case of Android), neither IDEs know what I'm referring to?
Hi @Astirian, you should probably contact @GregBUG directly about this.
All I can tell is that you need to have you libtntcollsion.so in each jniLibs/{x86,armeabi,armv7}/ folder in Android Studio for 'System.loadLibrary' to work.
Other than that Gideros 2017.4.1 needs updated libraries for Android if the plugin use std C++ library (a change of CPP_STL in the Application.mk file used to build the plugin).
Some copies of tntcollision use bytecode lua files, others use original source. You need to use the version with original source.
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
Comments
just tested on my mac. using xcode 4.4.1
from gideros i exported stresstest_1
opened in xcode
add under foder plugins (of stresstest_1 project) libtntcollision.a copued from tntcollisionengine\Libs\iOs) libtntcollision.a
added under
"Build Setting" of GiderosiOSPlayer Linking->”Other Linker Flags” the
flag "-all_load" (without quotes)
compiled for my test device (ipod 2Gen) and work fine.
also tested OK on ios Simulator.
what version of xcode are you using?
are you sure to have added libtntcollision.a and linkr flags ?
www.tntengine.com
I did figure out how to get it working. Here's my instructions in case they help anyone else.
1) Open BoxToBox_Collision in Gideros Studio
2) Go to file export
3) Export project to the desktop
4) Using Finder, copy libtntcollision.a to the xCode project Plugins folder
5) Start xCode
6) Open the project
7) Click on the Folder icon top left
8) Expand the folder with your project name
9) Right click on Plugins and choose add files to .. project name
10) Navigate to xCode project folder
11) Choose libtntcollision.a
12) Go to Build Settings tab then look for Other Linker Files
13) Click the plus next to 'Debug'
14) Type -all_load
15) Repeat for 'Release'
16) Build and run
By the way this is a simply fantastic collision engine. I tested the lua version, my own lua code and this is by far faster.
Thanks again
Tom
Step 12 "Go to Settings tab then look Build for Other Linker Files"
I can not find in Xcode "Other Linker Files" !?
Xcode version 4.6.1
I can not find "Other Linker Files" in the Build Settings tab
See my screen copy
Must place the flags "-all_load" in the "Linking" of TARGETS
See the screenshot
TNT Engine is perfect for things like collectibles where box2d collision is overkill.
I think I can finish my game with only TNT Collision
... I'm having a coding crisis ... :-&
... hope to solve my code depression asap ...
Likes: gorkem
www.tntengine.com
clang: error: linker command failed with exit code 1 (use -v to see invocation)
any help?
https://play.google.com/store/apps/developer?id=Arcadia Solutions
When i had added the tntcollision plugin, xcode generated this path in "build settings"->"library search path":
$(inherited) \"$(SRCROOT)/ZeroSphere/Plugins\" \"$(SRCROOT)/ZeroSphere\" /Users/arcadia/Documents/gideros/ios/ZeroSphere/ZeroSphere
I have replaced it with:
$(inherited) $(SRCROOT)/ZeroSphere/Plugins/ $(SRCROOT)/ZeroSphere/ /Users/arcadia/Documents/gideros/ios/ZeroSphere/ZeroSphere
and now works
Likes: dominikusdp
https://play.google.com/store/apps/developer?id=Arcadia Solutions
thanks for posting!
Thanks for the solution !
https://play.google.com/store/apps/developer?id=Arcadia Solutions
Thank you !
https://play.google.com/store/apps/developer?id=Arcadia Solutions
https://play.google.com/store/apps/developer?id=Arcadia Solutions
I'm trying to add a native plugin to GiderosiOSPlayer XCode project.
Here is a quote from the manual:
1. Decompress GiderosiOSPlayer.zip
2. Open giderosiOSPlayer.xcodeproj with xCode
3. Add under GiderosiOSPlayer/Plugins the file libtntcollision.a (from TNT Collision Engine folder Libs/iOS)
4. Add in xCode under "Build Setting" of GiderosiOSPlayer Linking->”Other Linker Flags” the flag "-all_load" (without quotes)
ready for test/compile !
I do everything as in this manual but getting an error when compiling:
ld: warning: directory not found for option '-L"/Users/Synthetic/Desktop/GiderosiOSPlayer/GiderosiOSPlayer"'
ld: warning: directory not found for option '-L"/Users/Synthetic/Desktop/GiderosiOSPlayer/GiderosiOSPlayer/Plugins"'
ld: library not found for -lluasocket
clang: error: linker command failed with exit code 1 (use -v to see invocation)
I use a XCode version 5.0.2 on OS X Mavericks 10.9.2.
Since I'm new to XCode, then ask for your help.
Hi and thanks to use my lib!
in upcoming release (1.05) i'll update the docs...
with xcode 5 you need to correct the path
under
Build Setting
-> Search Path
LIBRARY_SEARCH_PATHS
this is the automatic generated string (in my system)
\"$(SRCROOT)/GiderosiOSPlayer\"
\"$(SRCROOT)/GiderosiOSPlayer/Plugins\" /Volumes/Archivio/gregbug/Desktop/GiderosiOSPlayer/GiderosiOSPlayer
and this is the corrected version...
/$"(SRCROOT)/GiderosiOSPlayer/"
/$"(SRCROOT)/GiderosiOSPlayer/Plugins/" /Volumes/Archivio/gregbug/Desktop/GiderosiOSPlayer/GiderosiOSPlayer
basically you need to change all "\" with "/"
hope it helps!
Likes: GameOver
www.tntengine.com
http://blog.giderosmobile.com/post/68378513314/problems-with-xcode-paths-fix
Likes: dominikusdp
I exported projects for both iOS and Android, they both run in the simulators but crash with can't find tntcollision.lua.
I Added the libtntcollision.a file to my XCode project (I actually then had to mess around with renaming libluasocket.a to lluasocket.a and had some issues with a mystery lgideros.a) but I eventually got the game to run. Then it fails looking for tntcollision.lua.
So I thought, hmm, maybe XCode is just being XCode, so I tried the Android path. Less problems here but still, the same thing. (Sorta) when I run the game, the line
It looks like regardless of adding the libtntcollision.a file (or armeabi folders in the case of Android), neither IDEs know what I'm referring to?
All I can tell is that you need to have you libtntcollsion.so in each jniLibs/{x86,armeabi,armv7}/ folder in Android Studio for 'System.loadLibrary' to work.
Other than that Gideros 2017.4.1 needs updated libraries for Android if the plugin use std C++ library (a change of CPP_STL in the Application.mk file used to build the plugin).
https://deluxepixel.com