Lets talk about privately and solve all of your issues.
Instead of making it a paid work, you may consider supporting Kickstarter campaign. I'm not financially involved in that campaign but I'm totally supporting it as an advisor.
Just after building (with qmake + make), Gideros Studio.app directory doesn't contain Resources folder. After building, the copymac.sh copies the Resources (and some other) directories inside Gideros Studio.app.
@jdbc not yet. although we rewrite the build script for travis (https://travis-ci.org/), build takes longer than 50 minutes and travis gives timeout. Now we're trying to optimize build scripts so that travis will automatically build releases without…
We've just committed the code to github https://github.com/gideros/gideros
Our next step will be creating an easy to use build system so that anybody can create an installation package from codes easily.
I'm sorry for not writing earlier.
I just overestimated my strength and a little bit burned out on client work plus re-organizing Gideros' source code. Today, we'll be preparing a new package with Arturs and will publish the source code o…
We're working hard to finish structuring the code so that contributions will be more healthy. My estimation about committing to github is about 2 weeks. Please wait a little bit more. And we'll continue to provide binaries after open sourci…
Thank you @all for the kind words
@Mells, currently we're shifting our business to mobile game development and we'll be developing games with Gideros. Therefore we continue improving Gideros.
At first, @ar2rsawseen and I will organize the commits…
Most probably desktop Gideros will use https://code.google.com/p/angleproject/ and therefore we will have same limitations with OpenGL ES 2.0. (Using Angle means better compatibility between mobile and desktop versions.)
Desktop OpenGL already doesn't have this limitation (2^32 is the limit) and OpenGL ES 3 has lifted this limitation. You can see the difference by looking at the 'type' parameter:
OpenGL ES 2: http://www.khronos.org/opengles/sdk/docs/man/xhtml/glDra…
Unfortunately, it's OpenGL ES limitation and 2^16 is the limit.
(Extra info: glDrawElements https://www.khronos.org/opengles/sdk/docs/man/xhtml/glDrawElements.xml only accepts GL_UNSIGNED_BYTE or GL_UNSIGNED_SHORT and not GL_UNSIGNED_INT)
1. You need a single .cpp file so that Xcode links with C++ runtimes properly. Therefore at least you should keep a single C++ file in the Plugins folder.
2. I don't understand the problem.
3. It seems arm64 is now one of the default architectu…
Copy paste from the book 'Programming in Lua':
You should never change the value of the control variable: the effect of
such changes is unpredictable. If you want to end a for loop before its normal
termination, use break.
The random number generator is platform dependent. But you can use a good quality random number generator like Mersenne twister. So that you can get both a platform independent and higher-quality pseudorandom generator.