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When Binary format loader for C Runtime vaild?
see this link
http://zh.esotericsoftware.com/forum/Binary-format-loader-for-C-Runtime-4294?p=20776&hilit=binary#p20776
Obviously,the binary file is more faster and lots of people need the binary loader for C Runtime,
and this is not diffcult.
Why not support it?
Sorry for my English and i wait the binary loader for a long time
http://zh.esotericsoftware.com/forum/Which-version-support-binary-runtime-for-cocos2dx-3142?p=15284&hilit=+binary+cocos2dx#p15284
up one more time
You nedd to compile your ANSI C code with Visual Studio 2010 to make it works fine ! After all you link it with SFML, wich is a disgrass for LibGdx developers... Yes Nate, I saw "JavaScript" sentences plug onto the SFML runtimes.
Need now to compile in C++14 with lambdas functions()... Nope ?
Seems like you have been waiting for a long time!
Question: why not just use the C++ loader version written a month ago? The one you linked to?
Seems like the most difficult step is to create the missing header file. One that basically has the line:
spSkeletonData* spSkeletonJson_readSkeletonBinaryFile (spSkeletonJson* self, const char* path);
And header #includes for the data structures { 'spSkeletonData' , 'spSkeletonJson' }
Loomind a écritYou need to compile your ANSI C code with Visual Studio 2010 to make it works fine ! After all you link it with SFML, which is a disgrace for LibGdx developers... Yes Nate, I saw "JavaScript" sentences plug onto the SFML runtimes.
Need now to compile in C++14 with lambdas functions()... Nope ?
I think you are confused again.
Lambdas have been around since C++11. VS2010 has support for Lambdas and various C++11 features, but not C++14. None of which are helpful to his problem.