@john26 It isn't as critical as the x64 support I agree.
But it should be looked at.
I think the edge version of LuaJIT supports it's own bytecode btw - on both x86 and x64 - I could be wrong though. It also has built in support for the bit lib - very useful.
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
As I mentioned few posts before in this thread, tnt particles engine is not working as it should with the new libgideros.a file. I mean, it even doesn't work well with the 32 bit part of the new libgideros.a, but it works fine with the libgideros.a from 2014.10 (which is also 32 bit). Sprites do not scale correctly anymore. All the tnt demos behave strange now. This makes me suspect that something has changed in the new libgideros.a for the 32 bit part. Well, 64 bit part is also screwing up the tnt engine, but I was expecting that at least the 32 bit part would behave just as before. I can't yet reproduce the bug with a smaller piece of code, I am still working on it.
EDIT: I have attached the demo 4 that comes with tnt engine here
@ar2rsawseen, you have exported with Gideros 2014.01 or 2014.10? What is the weight of libgideros.a(144,3mb or 138,2mb) that works? I'm still stuck in the same problem. ~X(
@grotly, you are right there is a scaling bug introduced on Liberton/gideros so that scaling has a cumulative effect, e.g.
ball:setScale(0.5) ball:setScale(0.5)
causes ball to be scaled by 0.25 which is completely wrong. However, we are preparing a pull request so only the 64 bit parts of liberton/gideros are merged with the main branch. I used the 144 mb libgideros.a "fat binary", but unfortunately it has the scaling bug.
The best thing is to wait a bit till we complete the pull request to gideros/gideros.
Here is our pull request with some new features: - iOS 64 bits support (removing luac compile step); - removed license conditional on main Gideros library, that can interfere in build step, creating the splashscreen; - some new features in desktop player: autoscale, fullscreen, new shortcuts, change bg colors...;
I think that @atilim is checking all the code, testing it and creating the new version!
We are working on the other bugs that appeared on iOS 8.1, so when it's ready we will do more pull requests.
If you get time, can you take a look at the texture bug (it's been there for a while, you didn't introduce it). When making a Render to texture you have to do it in noscale mode else the wrong amount of memory is allocated - maybe resulting in crashes, etc.
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
Start a new project, set the stretch mode to 'stretch'...
application:setScaleMode("noScale") -- try with and without this line commented out test=RenderTarget.new(1024,1024,true) application:setScaleMode("stretch")
local usage=(application:getTextureMemoryUsage()/1024) print(usage)
With the set noscale line intact then it allocated correctly, but if you allocate without that line then the wrong amount of memory will be allocated.
That code is off the top of my head, not tested - but it should show the bug, let me know if it doesn't - because it should.
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
Will there be an official 64bit iOS compatible Gideros release made available at the website link here... http://giderosmobile.com/download ...or am I looking in the wrong place to grab it later when it's done? I find github all a bit confusing to be honest.
I think that it's been pushed/pulled (??) somewhere for Atilim to merge in with what he has and make a proper build for the website? I think that's it, but I might be wrong...
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
@MobAmuse , I asked the same question, the answer was "Yes" by @john26 .
Hi @john26 one question; -After tests and improvements finished will there be any final release of Gideros as exe file. Or we shoul have to download the source code from github and compile by ourselves?
Thanks
@talis, we intend to create a binary release of the new Gideros. You can download the source if you want but it's optional!
OK right it goes like this ...I have an app ready now for Android and iOS and I want to release it for iOS 64bit. Is there anyway to compile the 32bit working app now with what we already have but for iOS 64bit so I can upload it to Apple, as not sure how long we have to wait for the 64bit compatible iOS proper export option from Atilim.
If it means messing about with Github source stuff then that's me already totally confused tho LOL.
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
Sorry guys, we submitted the pull request a few weeks ago to Atilim in the hope he would approve it then make an official new release incorporating our changes. However, we haven't heard from him, and his Skype is offline. So we've decided to just release the 64 bit iOS libs that we've compiled (called libgideros.a, libgvfs.a, liblua.a). You just need to replace the existing libs in your current installation of Gideros with these new ones.
Marcelo will prepare these libs and give you a link along with detailed instructions. No messing with Github required. We hope to do this today.
Comments
But it should be looked at.
I think the edge version of LuaJIT supports it's own bytecode btw - on both x86 and x64 - I could be wrong though. It also has built in support for the bit lib - very useful.
https://deluxepixel.com
Likes: MobAmuse
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
As I mentioned few posts before in this thread, tnt particles engine is not working as it should with the new libgideros.a file. I mean, it even doesn't work well with the 32 bit part of the new libgideros.a, but it works fine with the libgideros.a from 2014.10 (which is also 32 bit). Sprites do not scale correctly anymore. All the tnt demos behave strange now. This makes me suspect that something has changed in the new libgideros.a for the 32 bit part. Well, 64 bit part is also screwing up the tnt engine, but I was expecting that at least the 32 bit part would behave just as before. I can't yet reproduce the bug with a smaller piece of code, I am still working on it.
EDIT: I have attached the demo 4 that comes with tnt engine here
http://giderosmobile.com/forum/discussion/comment/40399#Comment_40399
You can take a quick look, trying both versions of libgideros.a and see what I mean.
Likes: john26
What is the weight of libgideros.a(144,3mb or 138,2mb) that works?
I'm still stuck in the same problem. ~X(
@yubaro just wait a little more till the release
Likes: yubaro
Likes: yubaro
ball:setScale(0.5)
ball:setScale(0.5)
causes ball to be scaled by 0.25 which is completely wrong. However, we are preparing a pull request so only the 64 bit parts of liberton/gideros are merged with the main branch. I used the 144 mb libgideros.a "fat binary", but unfortunately it has the scaling bug.
The best thing is to wait a bit till we complete the pull request to gideros/gideros.
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
Likes: MobAmuse
https://github.com/gideros/gideros/pull/7
Here is our pull request with some new features:
- iOS 64 bits support (removing luac compile step);
- removed license conditional on main Gideros library, that can interfere in build step, creating the splashscreen;
- some new features in desktop player: autoscale, fullscreen, new shortcuts, change bg colors...;
I think that @atilim is checking all the code, testing it and creating the new version!
We are working on the other bugs that appeared on iOS 8.1, so when it's ready we will do more pull requests.
Likes: keszegh, MobAmuse, hgy29, bali001, jdbc, john26, SinisterSoft, vyh77, aditya
https://deluxepixel.com
Likes: SinisterSoft
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
Start a new project, set the stretch mode to 'stretch'...
application:setScaleMode("noScale") -- try with and without this line commented out
test=RenderTarget.new(1024,1024,true)
application:setScaleMode("stretch")
local usage=(application:getTextureMemoryUsage()/1024)
print(usage)
With the set noscale line intact then it allocated correctly, but if you allocate without that line then the wrong amount of memory will be allocated.
That code is off the top of my head, not tested - but it should show the bug, let me know if it doesn't - because it should.
Likes: john26
https://deluxepixel.com
Likes: MobAmuse
https://deluxepixel.com
Likes: MobAmuse
If it means messing about with Github source stuff then that's me already totally confused tho LOL.
Likes: MobAmuse
Likes: MobAmuse
Likes: MobAmuse
https://deluxepixel.com
Likes: MobAmuse, bali001
I am not sure to renew it, so many problems with iOS development and low revenues, may be is not worth. I will focus on Android.
Apple is often changing the developer agreements to help to newer iOS devices, I am not agree with it.
Marcelo will prepare these libs and give you a link along with detailed instructions. No messing with Github required. We hope to do this today.
Likes: MobAmuse, SinisterSoft, bali001
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975