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10

Sleep calls are an extremely bad way of controlling framerate. Use them to reduce CPU usage for sure, but don't use them to control framerate. usleep(1000 * 15), a 15-millisecond pause (~67 FPS, in theory) No, it's not. First of all, see the documentation for usleep: The actual time slept may be longer, due to system latencies and possible ...


7

Xbox 360 controllers do not conform to USB HID game controller standards. Even Windows computers require installation of a special, custom driver in order to use them. Mac computers do not ship with support for Xbox 360 controllers (though they do ship with native support for USB HID game controllers). To use one, you'll need to install a driver for it. ...


5

It is highly not recommended to make an iPad game without a device. The simulator is decent, but some things cannot be tested properly on it. For example, In App Purchases cannot be tested without a device. And believe me, you want to test those things. You also won't get much of an idea of its performance on the simulator since it may run much faster or ...


4

There are two supported GLSL editors for OS X. The first, known as Shader Builder, comes with the Graphics Tools available from the Apple developer website. The second is the open source Shader Maker. Neither of these tools are strictly for OpenGL ES 2.0, but the best workflow would probably be to get the look you want before you determine how to get the ...


4

Using the latest SFML from github (2.1 should also work but I didn't test with it) you can listen for the sf::Event::JoystickConnected and sf::Event::JoystickDisconnected events as described in the SFML Events Tutorial. I've tested the events and they are both fired on Mac and Windows. A sample program to test this would look like: #include <SFML/...


4

This solution feels a bit hacky, but it works: using System; public static bool IsMac32() { #if (UNITY_STANDALONE_OSX) return IntPtr.Size == 4; #else return false; #endif }


4

Solution came quicker than i expected, after some experimentations with creating new project and running it in VS Code (which was a successfull try) I've decided to remove whole .vscode directory from project dir and it worked. Thx guys ;)


4

While there's no built-in support for NuGet yet, this might change soon since a lot is happening in this regard. With Unity 2018.1, .NET Standard 2.0 finally got supported. This is a huge deal since it makes a lot of libraries accessible to Unity developers. Check out this Unity blog post for some information. Until then, the process is pretty much as you ...


3

The short answer is: you can't right now. (possible work-around below) Newer GPUs can do preemtion (context-switching) to prevent the entire machine from freezing when running long GPU programs, older GPUs don't support this. Your OS also needs to support this as well as the specific drivers. For example Windows 8 WDDM 1.2 requires this support in drivers ...


3

The exception messages are a bit misleading. In fact, Mono reports the same exception (Invalid Operation) with different messages for a variety of different situations. GetProcesses gets a list of all pids from the system and creates a new Process object for each one, but at this point it doesn't check if they're actually valid. When you call ProcessName ...


3

Wikipedia says that OpenGL 3.2 uses GLSL 1.50.11. Thus, you need to use #version 150 core. https://en.wikipedia.org/wiki/OpenGL_Shading_Language


3

I know this post is old, but I found it when having the same issue. I luckily found this option after: LwjglApplicationConfiguration config = new LwjglApplicationConfiguration(); config.useHDPI = true; Maybe this was not available at the time, but it did solve my problem! Now my textures look super sharp.


2

I know its late but I just joint monogame and found the solution: To make it work follow the following steps: Install the latest xamarin studio from http://xamarin.com/studio Next download the monogame files from https://monogame.codeplex.com/releases/view/102870 choose the xamarin version on mac Next install the templates by opening xamarin studio. Next ...


2

I may be way off the mark here but this comes from my experience with PlayN (which seems very similar to libGDX). Though Retina means double resolution you treat it as if the resolution were the same as a non-retina device. Apples core libraries will even tell you that the screen if half the size as it actually is! When you load an image asset, say "...


2

Retina Graphics is just a fancy word for high pixel density. What makes your game support high density displays is the resolution of your assets, not the engine.


2

Visual Studio The Swiftless Tutorials should function as a good basis. I'm going to point out the second paragraph in the Coding section in particular: So open up Visual Studio and create a new Windows Console Application in C++. Make sure it is empty to begin with, and then create 4 files. I am calling them: “main.cpp, main.h, opengl_3.cpp, ...


2

I'd suspect that many of these games are using Unity, as it's a popular choice for indie developers on itch.io (my own itch games included) Scripting in Unity uses Microsoft's .NET framework, a managed environment that makes it easier to write safe code that can run on many different devices. This includes runtime software to manage memory and interface ...


2

At this time and with that error ... you should post this as a issue on github for monogame which is probably the correct place and maybe the only place to get attention from someone capable of giving a answer to this question. https://github.com/MonoGame/MonoGame/issues Follow the instructions on the issue submission, if possible make a simplified example ...


1

Update: Fixed in patch release 5.6.0p3 https://unity3d.com/unity/qa/patch-releases?version=5.6 (884238) - Editor: Fixed screen offsets updates for tooltips.


1

You might consider packr, one of the libgdx tools. From the project's read.me description, it Packages your JAR, assets and a JVM for distribution on Windows, Linux and Mac OS X, adding a native executable file to make it appear like a native app. Packr is most suitable for GUI applications, such as games made with libGDX. You can specify the JRE you ...


1

There is no way on windows to get "direct" access to OpenGL (e.g. load a header and link a lib), instead you need to ask Windows to give you the pointer to the different functions at run time. So you need to define a bunch of function pointers like this: void (*glUseProgram)(GLuint program) = nullptr; void (*glValidateProgram)(GLuint program) = nullptr; [.....


1

You can add an "implied tutorial" like @Anko suggests, that's a good idea for games where the player will find many type of difficulties within the campaign. For a simple game, where you always have the same mechanics and those are really simple (for example, a fight game, or an infinite runner) you may use a "help" label (for example, "Press 'H' for Help", ...


1

Answering (just) point number 2. RoboVM is free, but if you want the Debugging capabilities you need to shell out some money. Fortunately, right now for indie developers this fee can be null since there's some sort of agreement between libGDX and RoboVM. You need to get your free RoboVM license, and then apply for the indie "upgrade". No small letters, is ...


1

The glGenVertexArrays() interface was added to OpenGL core contexts in version 3.0, the same version in which immediate mode rendering was removed from OpenGL (although it had long since been deprecated, 3.0 is where it finally absolutely went away) So you are correct. If immediate mode drawing works, then you are using an OpenGL context old enough that ...


1

It sounds like you are using Android based on the error. Try reinstalling/installing the Java JDK and the Android SDK on your Mac. If that doesn't work make sure you install the 32-bit and 64-bit version of those libraries. Also, make sure you are using the Mac SDK for Android when on Android, and the Windows SDK for Android only when on Windows.


1

I wrote this longish list of notes about cross platform stuff, but by the end I realized that @glampert's advice for GLFW is probably perfect. I'll post this, anyway, maybe it is useful. You can separate the concepts of “code portability” and “project portability”, though sometimes they go hand-in-hand. Plenty of cross platform development efforts will ...


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