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iOS and MacOS / How to install 108 ?

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joachim
12
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Joined: 21st Feb 2012
Location: Vancouver Canada
Posted: 25th Jun 2013 19:49
Hi All,

how do I install AppGameKit V108 BETA 14 on my MacBook,
and does it support 3D ?

thanks
Ancient Lady
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Joined: 17th Mar 2004
Location: Anchorage, Alaska, USA
Posted: 25th Jun 2013 20:09
First, make sure that you understand that the AppGameKit IDE will not run on your MacBook (unless you have a virtualized Windows environment on it).

But, after copying the following directories from your Windows AppGameKit directory (and this set is valid for v10812+), you can create both Tier 1 and Tier 2 iOS and Mac apps:
<AGKDIR>/IDE/apps/interpreter
<AGKDIR>/IDE/apps/interpreter_ios
<AGKDIR>/IDE/apps/interpreter_mac
<AGKDIR>/IDE/apps/template_ios
<AGKDIR>/IDE/apps/template_mac
<AGKDIR>/IDE/common
<AGKDIR>/IDE/Help (this is up to you, whether you want local help)
<AGKDIR>/IDE/platform/apple
<AGKDIR>/IDE/platform/mac

And, yes, with v10814, you do have 3D capability.

Whether your Macbook has the right OpenGL version, I don't know. OpenGL version 2.0 is required for full AppGameKit functionality.

(This is the third or fourth time today that I have posted these same instructions.)

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
joachim
12
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Joined: 21st Feb 2012
Location: Vancouver Canada
Posted: 26th Jun 2013 01:19
I'm running 1076 on my MacBook and use XCode and the simmulators.
This will not be possible with 10814 ?
Ancient Lady
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Location: Anchorage, Alaska, USA
Posted: 26th Jun 2013 05:09
Anything you can do with v1076 can be done with v10814.

When you say you are 'running 1076 on my MacBook', do you mean the AppGameKit IDE? If so, I have to assume that you mean in some Windows virtualization environment.

Since I am mostly working in Tier 2, I just use the same code files that I develop in MS Visual Studio in my Xcode projects. I simply copy the directories I listed onto my Mac Mini and then I am working in Xcode to build and test in the Apple world.

Once you have anything in an Xcode project (Tier 1 with byte code file or Tier 2 with code files), then it is runnable in the Xcode simulators and on attached iOS devices, or directly on the Mac if it is a Mac Xcode project.

If you want to run in a virtualized Windows on Xcode, simply run the v10814 installer while inside the Windows environment. I would suggest that you install v10814 in a separate directory than your v1076 setup. That way you don't mess up anything you have working in v1076 while you start working in v10814.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
gsdblack
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Joined: 6th Dec 2011
Location:
Posted: 18th Aug 2013 17:11
I've done this steps (run the .exe and copied over the whole agk dir to my macbook) but when I tried to run the ios template for tier 2 I get these errors. Am I missing a step?

Undefined symbols for architecture armv7:
"_OBJC_CLASS_$_FBRequest", referenced from:
objc-class-ref in libAGKiOS.a(SocialPlugins.o)
"_OBJC_CLASS_$_Facebook", referenced from:
objc-class-ref in libAGKiOS.a(SocialPlugins.o)
"_OBJC_CLASS_$_FBSession", referenced from:
objc-class-ref in libAGKiOS.a(SocialPlugins.o)
"_OBJC_CLASS_$_SBJSON", referenced from:
objc-class-ref in libAGKiOS.a(SocialPlugins.o)
ld: symbol(s) not found for architecture armv7
Ancient Lady
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Location: Anchorage, Alaska, USA
Posted: 19th Aug 2013 03:35
gsdblack, what version of AppGameKit are you working with?

Did you follow the instructions (on your Mac) in <AGKDIR>/IDE/platform/apple/Source/Social Plugins/FacebookSDK/Urgent_ReadMe_Now.txt?

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
gsdblack
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Joined: 6th Dec 2011
Location:
Posted: 20th Aug 2013 20:29
Thanks AL I followed the instructions and it worked.
Ancient Lady
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Posted: 20th Aug 2013 20:30
The same problems pop up often enough to know the solution immediately.

Always glad to help.

Happy Programming!

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
joachim
12
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Joined: 21st Feb 2012
Location: Vancouver Canada
Posted: 3rd Oct 2013 17:55
Hi All,

I did all the steps to install 10819
but I get an Error
" '3DMath.h' file not found ".
But it is in
AGK/IDE/common/include/3DMath.h

Why isn't it found.

cheers
Joachim
joachim
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Joined: 21st Feb 2012
Location: Vancouver Canada
Posted: 3rd Oct 2013 17:57
BTW.

I use XCode and Tier 2.
Ancient Lady
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Location: Anchorage, Alaska, USA
Posted: 3rd Oct 2013 18:31
Quote: "I use XCode and Tier 2."

I sort of guessed this.

It sounds like your project is not in a directory such that the properties for where to find the header files works. Check project properties (right click on the project name and select 'Properties) -> C/C++->General->Additional Include Directories. I always make the path to the AppGameKit include file absolute instead of relative, that way it always works.

The same issue will probably apply to the library directories (Linker->General->Additional Library Directories.

And make sure to fix the settings for both the Debug and Active configurations.

Are you having a problem in the original template or a project you created?

And, if you are trying to build any of the Tier 2 examples, forget it. They are not up to date and it takes too much to update them for me to post that here.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
joachim
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Joined: 21st Feb 2012
Location: Vancouver Canada
Posted: 3rd Oct 2013 19:19
"Check project properties (right click on the project name and select 'Properties) "

Where do I do this ?
In Finder, right click on .xcodeproj does not give
me 'Properties'.
Ancient Lady
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Location: Anchorage, Alaska, USA
Posted: 3rd Oct 2013 20:20
Sorry. I missed the part about Xcode. My bad.

It is still a similar issue.

Where is your project directory relative to the IDE directory?

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
joachim
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Joined: 21st Feb 2012
Location: Vancouver Canada
Posted: 4th Oct 2013 01:42
My project directory is one of the templates
in IDE, I just renamed the projects.

AGK/IDE/templates/
template_ios_xcode4 CompPlayer/MultiGame.xcodeproj(with all the other files and folders)

3DMath.h was not present in my projects include,
after I used ' Add Files to "MultiGame" ' I got
18 errors like

Apple Mach-O Linker Error
"_CMTimeGetSeconds", referenced from:

.
.
.

Apple Mach-O Linker Error
Linker comment failed with exit code 1 (use -v to see invocation)



Thanks AL.
Ancient Lady
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Location: Anchorage, Alaska, USA
Posted: 4th Oct 2013 02:49
If your directory is actually named 'template_ios_xcode4 CompPlayer/', that might be the issue. While technically allowed, spaces in file and directory names can be an issue. Try changint the directory name.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
joachim
12
Years of Service
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Joined: 21st Feb 2012
Location: Vancouver Canada
Posted: 4th Oct 2013 03:03
I did not know 'no spaces' are for directories too,
but I changed it and its still the same.
Ancient Lady
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Location: Anchorage, Alaska, USA
Posted: 4th Oct 2013 04:39
The directory structure should look something like this:
IDE
IDE/apps
IDE/apps/<templates and other project directories>
IDE/common
IDE/common/Collision
IDE/common/include
IDE/platform
IDE/platform/apple (and stuff under it)
IDE/platform/mac (and stuff under it)

In the template you started with, you should not have had to add the 3DMath.h file. It sounds like you are trying to do 3D things with a v1076 template and that won't work.

If you started with v1076 on your Mac and updated to v108<whatever>, did you copy everything over for the IDE/common and IDE/platform and the IDE/apps/interpreter<all ios/mac> and IDE/apps/template<all ios/mac> directories before you tried to make your own project from the template?

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master

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