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Minie iOS support. #7
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Since I'm not an IOS developer, I'd need the cooperation of one or more IOS developers, for testing at least. I'll add it to the roadmap. |
Sounds good, Normen is the only one I know who has much experience with physics on iOS (bullet), so if he has time, he would be best to work with. |
Hi! I'm not an expert iOS developer but I want to publish my game also on iOS and I'm using minie, so once I finish some half-implemented stuff I'll try to get it working on iOS. Probably after summer... 🤔 According to what I've read so far, for jme3-bullet it as simple as adding the C sources to the xcode project maybe for minie would be a similar procedure unless you want to provide a precompiled library same way you're doing for all other platforms. Also there's a guy at hub (GTWhite) who has some apps published on iOS using bullet and may be able to help with this also... |
The native sources already compile using Xcode---in order to build the MacOS native libraries. I'm using Xcode v9.3 since that was the last version to support compiling for 32-bit targets. Figuring out how to specify an iOS target in Xcode would be the first step. To my mind, "Minie iOS support" would also include a precompiled native library and at least some testing on iOS. Also, the native build would need to be automated, preferably using GitHub actions. Most of the necessary changes would be to Libbullletjme, not Minie, Let me know when you've got time to help. |
Now that Minie has support for Android, I thought that maybe jME could take some steps towards making Minie the official physics engine. My first step as you know was to remove Bullet, but it sounds like we can't do that until Minie supports iOS, so I was wondering if you have made any progress or if you plan on working iOS support into the project.
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