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Away3D 4.1.6 #3
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Thanks for the compliments, and I'm glad you've found the ANE useful! I'm sorry to say that I haven't done any AS3 development for many moons, and I no longer have access to a FlashBuilder license, so I can't rebuild the package. I once spent some time trying to build it without FlashBuilder, but I didn't come up with a solution. If you know of a way, please let me know about it, and I'll give it a go. It's frustrating that there are (apparently) no good free dev tools for the platform. I've heard good things about FlashDevelop, but I don't have a Windows box. If any other repository watchers out there are able to fulfill this request, please do -- I'm very open to pull requests. |
You can build it for free using the AIR SDK and the "adt" tool that comes On Mon, Mar 9, 2015 at 3:57 PM, Michael Ziwisky [email protected]
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thanks for the tip -- i'll try to look into it within the week |
Sorry, but I'm just not able to figure this out. The documentation for |
Hi, mziwisky! Sorry for the late reply ( I guess you've downloaded air sdk for AS Compiler instead of sdk for flex :) Here is full package (portable) for compiling Flex app and building AIR app using Ant build:
https://89.28.68.75/ownCloud/public.php?service=files&t=4872d5fc7b97872801126bd892ad88c1 You can use build files from the project as a sample. I've uploaded standalone AirSDK, FlexSDK and Ant for win and mac here: To config flex+air you need to edit env.AIR_HOME path in flexSDK/env.properties file; To run Ant build: Official links:Adobe AIR sdk (scroll down to "Note: Flex users will need to download the original AIR SDK without the new compiler."): http://www.adobe.com/devnet/air/air-sdk-download.html Flex SDK:http://flex.apache.org/download-binaries.html Apache Ant: https://www.apache.org/dist/ant/binaries/ Away3D: IOS-64: https://developer.apple.com/news/?id=10202014a Hope this will help :-) |
I'm sorry @air-fx, but I really need exact directions for building bullet-ane on a mac without FlashBuilder. The problem is that I can't figure out how to use the AS3 compiler. It's virtually undocumented. Using ant to run the bullet-ane build script is no problem, but as a prerequisite, the |
You can build a swc on Mac from command line using mxmlc, a tool that comes with the AIR sdk.
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How do I build aneBulletLib and aneBulletDefault? What command do I type into the command line? |
Hi, mziwisky! I've installed yesterday macos and xcode, opened project, but there are lot of errors (missing headers and files) (( |
@air-fx I got an email notification from github with a comment from you that included a download link to BulletANE.7z. I don't know why I don't see that comment in this thread, but I downloaded it, set the If that's not what you need, then I need more guidance from you on how to build it. I.e. specific, step-by-step instructions. |
Hi, mziwisky! |
@air-fx give this a try -- includes libs for both ios and ios simulator |
@air-fx sorry, i think that link may be inaccessible. try this one: https://drive.google.com/file/d/0B6dnCLpBxaF8ZW1LUkc5UnB3UjQ/view?usp=sharing |
Thanks for ios files!! but.. :( As I found 'iOS Device' target should be selected in xCode; You can check if .a is 64-bit: |
Hi, mziwisky |
@air-fx i think i got it to build. try this: https://drive.google.com/file/d/0B6dnCLpBxaF8WTZIWFM0d1dIMTA/view?usp=sharing |
@mziwisky yep, compiler accepted this file, .ane was built. But compiling the app crashed:
I'm using AirSDK 18.0.0.180. Tried to change ios min version in |
The others suggestions is to Clear xcode build project cache and set the |
I'm sorry @air-fx, but I'm unable to support you with this any longer. Perhaps you can get access to a Mac at a local library or school, or purchase a cheap used one from craigslist or eBay. Best of luck. |
@mziwisky can you provide latest sources you've build? Can you archive all you have pls includin downloaded sources, libs... complete filder :) |
@air-fx everything i've built is linked in this issue. i'll leave those public. the only changes i had to make to the codebase to build the latest apple libraries had to do with the way pointers were cast to 32-bit uints. that change has been pushed to the develop branch of this repo, so you should be able to pull it and build for yourself. let me know if you need any other help -- i'll try to answer questions, but i'm afraid I can't work on building it myself for the foreseeable future. |
Hi!
I'd like to thank you for this extension - You've done a great work! It has a great performance on mobile :)
I've used this ane with away3d 4.1.4 with no problems, but updating to 4.1.6 caused errors:(
because they added (at least) decompose method to away3d.core.math.Matrix3DUtils class.
Other point - x64 support for iOS required from February 2015 (https://forums.adobe.com/message/6850180#68501800 )
I've downloaded your source to re-build by myself.. But (I've just read the readme:( ) I dont have Mac :(
I've downloaded Mac Image for virtual machine (vmware).. with no success 'cause my CPU is AMD..
I'll try completely clear Mac install.. but I'm not sure it will power on (
If you have a configured working project, can you re-build ane with latest away3d framework and iOS-64 support, please? :)
Thanks in advance!
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