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Intel xdk


dbawel
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Thanks for the heads up.  I cannot be everywhere, so feel free to post anything you find out.  In relation to Cocoon.js, I would wait for next cocoon.js version for best comparison.  I would be shocked if an Intel kit did not have SIMD, though.

 

Also, is there going to be a playground app, like Cocoon App Launcher.  It greatly speed up interactive development without having to build a complete android / iOS app every single test, and you can test right on devices, not emulators.

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Intel XDK has testing and debugging functionality. You can plug in your device and test/debug your app while it is ported on the device in real time. Plus you can do Profiling.

 

http://youtu.be/Uj6v_VEP8Kg

 

http://youtu.be/kp3COFX8VLU

 

You can build for Android/iOS/Windows8. I tried Android/Cordova but the performance was bad, so I switched to Android/Crosswalk which is embeded Chromium browser in your apk which improves performance. Yes Crosswalk is your best friend for android. Not sure about Windows8 and iOS didn't try them out.

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  • 2 weeks later...

Starting to play. Not done yet, but if I do not record as I go, stuff will be forgotten.

 

Installation

+Installs under linux

- Attaching to Ubuntu Launcher (similar to Win start menu or OSX dock), does not restart.  You must open shell and type command shell file

 

Project templates

+ Has game templates

- Babylon not supported.  See no facility to add your own templates

+ use either Blank HTML5 or HTML5 + Cordova template

+ Builds a project directory.  You can add a directory inside the structure (I added lib), and copy files to it, outside editor, and they show up

- I copied 1 .JS to the pre-existing "js" directory, but editor does not see it.

- The app.js file must be special, cause I deleted it outside editor, but thinks it still there.

- Editor did all allow me to create files in JS dir.  I created one, Untitled-2.  Then deleted it in editor, but still listed.

+ If editor is cycled, the js dir is now insync.

post-8492-0-80963600-1433524616.png

This means you can probably delete app.js, but is also a good place to split out the start javascript you might have in your app.  They have their own index.html.  Will need to edit to add all the .js files copied.  Might actually want to use "app.js" method of having no script tags in html.  If you name it app.js, then you can just copy over theirs.  There are 39 lines of comment, but the code in the file is:

function onAppReady() {    if( navigator.splashscreen && navigator.splashscreen.hide ) {   // Cordova API detected        navigator.splashscreen.hide() ;    }}document.addEventListener("app.Ready", onAppReady, false) ;

Just add on to onAppReady().  Next post, getting ported app to run.

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Next installment,  getting it to run.  I moved all the script tags and canvas element into their index.html.  Then I took the boostrap js that I had in html & put in app.js  Looked like this:

function onAppReady() {    if( navigator.splashscreen && navigator.splashscreen.hide ) {   // Cordova API detected        navigator.splashscreen.hide() ;    }        var canvas = document.getElementById("renderCanvas");    var engine = new BABYLON.Engine(canvas, true);    var scene = new BABYLON.Scene(engine);            shape_key.initScene(scene);    createDialog(scene, scene.activeCamera);           prepCloth(scene.getMeshByID("Cloth"), scene);    	    scene.activeCamera.attachControl(canvas);        engine.runRenderLoop(function () {            scene.render();    });}document.addEventListener("app.Ready", onAppReady, false) ;

To avoid trying to do too many things new at once, I  cheaped by making sure it ran in a browser first.  Next I tried to see it in an emulator (Google Nexus 7).  The app however does not occupy the whole screen.  It did under Firefox.

post-8492-0-05239800-1433530314.png

Next I tried it on a real device.  I have a Sony Xperia V3 Compact Tablet (Android 5.0.2) & iPad Air 2 (iOS 8.3).  Only tried the Sony for now.

 

Downloaded the Intel App Preview from GooglePlay.  Signed in with same ID as IDE.  From IDE Pushed app to an Intel server.  App appeared in list on Tablet.  It took longer than CocoonJS to launch, but that is coming from my WIFI net, so explainable.  Still it did not use the whole screen, similar to emulator.  I checked the full screen check box in the build properties.

 

I will see what I can do about using the entire display for next post.  Will also

  • try to run from iPad
  • see if it runs without hand.js
  • try debug mode, where you directly attach via usb cable.  Sounds like a better way for real games.  Not putting real stuff on someone else’s server.
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Well, just a mini installment.  I missed copying a style line in their html (strange firefox worked)

 html, body   { width: 100%; height: 100%; margin: 0; padding: 0; overflow: hidden; } 

It was the small white space around top & sides that gave it away.  Intel has all this viewport stuff, so thought I didn't need it.  Maybe this is a reason to get them to make a babylon template.  The rest for later.  It's Friday.

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