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Messages - JFG

#1
Doesn't work  :(
#2
I downloaded "mac.zip", which is OS-X_x86 in GLB.
Should I try an older version of GLB? Like V12?
#3
Same error here, first time compiling for OSX
Any idea? I reinstalled everything, still the same

/cygdrive/q/Compiler/platform/Mac/Bin/../libexec/gcc/i686-apple-darwin8/4.0.1/ld: table of contents for archive: /cygdrive/Q/Compiler/platform/Mac/lib/libGLBasicMac.a is out of date; rerun ranlib(1) (can't load from it)
/cygdrive/q/Compiler/platform/Mac/Bin/../libexec/gcc/i686-apple-darwin8/4.0.1/ld: table of contents for archive: /cygdrive/Q/Compiler/platform/Mac/OSX/Lib/libSDL_mixer.a is out of date; rerun ranlib(1) (can't load from it)
/cygdrive/q/Compiler/platform/Mac/Bin/../libexec/gcc/i686-apple-darwin8/4.0.1/ld: table of contents for archive: /cygdrive/Q/Compiler/platform/Mac/OSX/Lib/libSDLmain.a is out of date; rerun ranlib(1) (can't load from it)
/cygdrive/q/Compiler/platform/Mac/Bin/../libexec/gcc/i686-apple-darwin8/4.0.1/ld: table of contents for archive: /cygdrive/Q/Compiler/platform/Mac/lib/libCxImageMac.a is out of date; rerun ranlib(1) (can't load from it)
/cygdrive/q/Compiler/platform/Mac/Bin/../libexec/gcc/i686-apple-darwin8/4.0.1/ld: table of contents for archive: /cygdrive/Q/Compiler/platform/Mac/OSX/Lib/libstdc++-static.a is out of date; rerun ranlib(1) (can't load from it)
/cygdrive/q/Compiler/platform/Mac/Bin/../libexec/gcc/i686-apple-darwin8/4.0.1/ld: table of contents for archive: /cygdrive/Q/Compiler/platform/Mac/OSX/Lib/libstdc++.a is out of date; rerun ranlib(1) (can't load from it)
/cygdrive/q/Compiler/platform/Mac/Bin/../libexec/gcc/i686-apple-darwin8/4.0.1/ld: table of contents for archive: /cygdrive/Q/Compiler/platform/Mac/OSX/Lib/libgcc.a is out of date; rerun ranlib(1) (can't load from it)
collect2: ld returned 1 exit status
*** FATAL ERROR - Please post this output in the forum
#4
I have the same problem with my S3.
Check this post for details http://www.glbasic.com/forum/index.php?topic=8367.0

I'm still trying to figure this out. Performance hit seems to come from the SHOWSCREEEN command.
Also, my game will run at 20 FPS for a few seconds, then 60 FPS for a few seconds, then back to 20 FPS.
#5
I don't use grabsprite or setscreen with Android, as advised.
I use boxcoll for collisions.

No profiling yet. I'll do more testing tonight if I can.
I feel the problem might be GPU related, as the game is silky smooth on the Nexus and is definitely not CPU intensive.
Thanks again guys for your help.
#6
Thank you!

The game is purely 2D and I do use polyvectors almost exclusively. I'll try pure white only and see if it helps. One thing I tried last night was to skip different part of the game. For example, no sky, no background, no trees, which helped quite a bit. Conclusion is, calculations are done really fast and drawing to screen seems to be the bottleneck, which is odd as the S3 has way more horsepower under the hood, compared to the Nexus S.

I've also tried different games made with GLBasic directly from Google Play Store..  and.. they all run as expected. There's something in my game the phone doesn't like! :(
#7
Hello guys. First post here!

Here's the situation. I just got my new phone, the Galaxy S3. Nice phone by the way. I've been developing a new artillery game for some time now, everything works great on Windows and my Nexus S (solid 60 FPS). Now, on the other hand, the game runs fine on the S3, but really slowly. I barely get 20 FPS on it. Both phones are running ICS 4.0.4.

Everything is updated (GLBasic, S3 firmware, Android SDK). Everything else on the S3 is working correctly, and fast. Benchmarks results (Quadrant, Antutu, Nenamark) are good.

This is very disappointing. Any idea?
Help?