Absolutely. Things have been rough since I injured myself but Im hoping to get back on the near weekly wagon sometime in the new year. Sorry for the delay!
@@OzzadarDev by the way,my export refer your cross-engine,i don't like the SDLActivity take my entry point and limit the Android package name,so i make a MainActivity derived from it.(hope you can understand my meaning, my English is poor)
@@TungLam-e5d That makes sense. Your english isnt too bad =) I'll try and prioritize this topic when I come back. I've actually made tremendous progress in my understanding of engines in general so I have a clearer picture of where I want to go
I got compiling on windows so far. But i'd like to know how you generate your projects: - when I do [cmake -G "Visual Studio 16 2019" -A x64] in the cross-engine folder, SDL complains, that it prohibits "in-tree-builds" - and when i generate the build folder in a subfolder with [cmake -G "Visual Studio 16 2019" -A x64 -B ./build] I also have to copy "project/assets" into ".build/", because otherwise textures and shaders are not found.
I have a custom build command at the bottom of the CMakeLists.txt that automates copying those fles to the target output directory. Here are some examples, hope it helps! github.com/mauville-technologies/cross-engine/blob/main/project/CMakeLists.txt#L66 github.com/mauville-technologies/youtube-engine/blob/main/CMakeLists.txt#L48
@@OzzadarDev Thx Man!! This Video saved my mental sanity ... How long did you tinker around to get it working on all the Platforms? Was it hours/days/weeks ?
@@stephanpicker1975 took a good bit of time. Overall it was like a month to get where it is now. Probably 24ish hours of actual work. Every step of the way I had new problems to overcome. Though I had done most of the work in between work and life.