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Hipreme Engine didn't focus on doing a MacOS first port. That happens the same reason why this folder is called
appleos
. It is not meant to be only a mac port, but a full apple port. This means this folder here implements support for macOS, iOS and tvOS. The iOS port will be only completed after LDC gets support toextern(Objective-C)
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One big difference is that it does not generates executables automatically. A big advantage is that this project will be stable for a lot more time than a non XCode project.
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Go to the tools/hbuild folder and run dub on there. After that, just run
dub
and you will be prompted with a quick setup. -
All the libs are manually listed in the XCode project, if your project is not working, please check that all the libs are listed in Frameworks.
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As in every platform, all assets must be located in
assets
folder. In AppleOS, I wasn't able to find a way to automatically input the reference folder, so, whenever you need to release your game, you will need to exclude theassets
reference and put your own assets folder as a reference. -
Right after putting the new reference, check in XCode project
Build Phasers->Copy Bundle Resources
and look if your new assets reference is in there. After that the game will be able to find it.