Wintermute Engine > Technical forum

No more updates for Wintermute?

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mihaipuiucernea:
By the way, will apps made in Wintermute Lite work on newer iPhones, given the transition from 32bit to 64bt iOS?
Or can you choose to compile it as a 64bit app?

HCDaniel:
Looking at myself, I do not have the bandwidth to actually "develop" WME. All I can handle is to keep my lite fork "alive", e.g. working on Android, iOS and Windows 10 (UWP). I might find some time in the future to have an "emscripten" port working with acceptable quality. The engine still builds for Linux and Win32, I use this primarily for debugging. macOS I haven't tested for quite a while, but I guess it's not too broken to be made working again.

In contrast to the time when WME was a pure Win32 application, maintaining several platforms is taking more time - including mandatory updates, in order to be still able to submit to stores and/or to support new devices. Creating and keeping simple step-by-step tutorials up to date on how to create the corresponding apps, that is sth I cannot provide. Thus, anybody who wants to publish a wmelite game, needs to have some basic developer skills.

I think if there was more interest to create adventure games, eventually people would gather to properly maintain the software, keeping the original WME up to date - and maybe even start a redesign of the engine. At the moment, however, I only see maintenance of the lite version (updates, bugfixes) as reasonable.

mihaipuiucernea:
@HCDaniel: what features are in your Lite fork, compared to vanilla?
I'd be interested to know.

And also, where can I find your Lite fork?

Thank you!

HCDaniel:
There are no big new features. Biggest change is the replacement of the BASS library with SDL_mixer, to avoid license fees. And I added predefined echo and reverb effects. Apart from that its probably just bug fixes. Video playback is not supported, although experimental Android support is available now in a branch.

To reduce the risk of being "stranded", all projects of all platforms include all libraries in source code. It increases build time (at least for the first time), but makes is easier to adapt to new toolchains. Esp mobile platforms seem to require you to recompile all code from time to time, older toolchains are deprecated faster than on e.g. PC platforms.

I am using the "git-repo" tool to create the project workspaces (https://gerrit.googlesource.com/git-repo). You can find the manifests that I use in this repo: https://bitbucket.org/hcdaniel/repo_manifest_wmelite/src/master/ Part of the manifests is in private repos (project settings which might contain sensitive data) , so you cannot use it as-is, but you can derive your own workspaces from it. I don't have the bandwidth to maintain example projects for each platform. But if you know the basic steps on how to build an app/an executable for the platform in question, you'll have everything you need.

mihaipuiucernea:
That sounds good actually so I'll have a look.
And thank you very much!

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