• Select a BaseLine App, Create a Copy of BaseLine App Folder and rename it to your Appname
  • If your App name includes spaces use underscores instead e.g Long_App_Name. They will be converted to spaces by build script.
  • Your package name should include app name to differentiate between packages. This is also advised by Apple and Google.
  • Verify and Correctly Point Candidate App by editing CANDIDATE.h before builds.
  • For Android run script in a shell ./build-android <packagename> <AppFolder> <version>
  • Avoid Class Wizards
  • Place reusable classes as extensions then use.
  • Do not include Same Extension Twice to avoid build panics.
  • Use Inner classes and namespace directives to structure your code.
  • Do not Alter Init, Denint and Render Method Signatures.
  • Rename your Project in IDE’s before builds.
  • Drag and drop used Extension(s) to Project Root (If using Extensions) from e.g  drag bullet folder in extensions to your project root in your IDE’s
  • Remember these Steps a) Rename Project b) Specify CANDIDATE b) Drop Resources in Assets c) Drop Extensions in Project.
  • Always use a 57×57 size icon file icon.png. Just place it in App’s Data Folder.
  • Place all your assets (.png, .alx, .tga, .wav, .mp3, .bullet etc) in Apps/AppName/Data Folder
  • ALX format for 3D models have a one-to-one correspondence with TGA texture file. Both are named same e.g model1.tga would be loaded whenever you load model1.alx.
  • In R1 use only sourced extensions.
  • In R1 use only integer version numbers 1,2,3 … n
  • In R1 All extensions have one folder containg source, headers and mk.dep file. Use mk tool or manually edit mk.dep files to specify extension compilable files.
  • Ensure that either android simulator is running or a development device is connected before running build script to automatically install App on device.
  • Build, Debug, Test, Run, Deploy, Sign, Publish as per iPhone and Android SDK Recommendations
  • Android NDK is a mandatory requirement for Android builds.
  • Keep an uncluttered Workspace, Close All files then open App.hpp using “Open Document //Apps//AppName//App.hpp” in Visual Studio or Ctl+Cmd+W in xCode.
  • As your App.hpp is external to build paths, regularly do clean all then build.
  • Avoid opening up several App.hpp files in one view to avoid confusion.
  • Use version control system or shared folders to share files between stations.
  • If NDK builds cause panic fallback to Visual Studio or xCode to diagnose.
  • Share extensions with community to encourage reuse.
  • Code Vanilla and only use Vanilla extensions. Time to learn standard C libs. Shed Wrappers and Embrace high performance standard libraries.
  • TDD practices are highly encouraged.
  • Testing on each platform is recommended every iteration.
  • Blender3D ALX export script is placed in Tools folder.
  • Each ALX uses only one TGA for simplicity.
  • Share font textures with community to encourage reuse.
  • Promote parameters to higher scope to avoid parameter slash. (Ref SDK Redbook – Section 9.1)


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