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Author Topic: Some questions about the сurrent WME Lite version  (Read 1776 times)

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Extro

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Some questions about the сurrent WME Lite version
« on: December 18, 2014, 01:06:03 AM »

Hi guys!

Have a some questions about WME Lite.
Is the current version of WME Lite complies with the new requirements of Apple (64-bit architecture, possibility to be built with the iOS8 SDK etc.)?
Some time ago there were problems with the compilation of libfreeimage. But for now a new version of the library was released, is something has changed in this regard?
And is the version for Android has the in-app purchases feature?
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piere

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Re: Some questions about the сurrent WME Lite version
« Reply #1 on: January 14, 2015, 08:41:05 AM »

Can any answer this? I'm porting stuff over to iOS soon. Does WME support 64 bit games? Apple just said that by next month all apps must be 64 bit. Do we need new libraries? Also is there a way we can do WME games in 64 bit right now?

Thanks.
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HCDaniel

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Re: Some questions about the сurrent WME Lite version
« Reply #2 on: January 14, 2015, 09:51:05 AM »

Can any answer this? I'm porting stuff over to iOS soon. Does WME support 64 bit games? Apple just said that by next month all apps must be 64 bit. Do we need new libraries? Also is there a way we can do WME games in 64 bit right now?

Thanks.

Hi,

I hope I understood you correctly that you want to know whether the wmelite game engine can be compiled (and successfully run) on 64 bit operating systems.

Wmelite is running successfully as 64 bit executable in Linux. That is the only platform I have tried. I'm planning to look at 64 bit Android at some point in the future. I don't expect problems with the wmelite code itself there, but I'll need to have a look at the libraries that wmelite depends on.

You will most likely need 64 bit libraries for ios if your app needs to be 64 bit.

I just saw the question from Extro: No, there is no support for in-app purchases yet on Android.

Regards,

Daniel
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