Lime test windows не работает

License

Lime is free, open-source software under the MIT license.

Installation

First install the latest version of Haxe.

Development Builds

When there are changes, Lime is built nightly. Builds are available for download here.

To install a development build, use the «haxelib local» command:

Building from Source

Clone the Lime repository, as well as the submodules:

Tell haxelib where your development copy of Lime is installed:

The first time you run the «lime» command, it will attempt to build the Lime standard binary for your desktop platform as the command-line tools. To build these manually, use the following command (using «mac» or «linux» if appropriate):

You can build additional binaries, or rebuild binaries after making changes, using «lime rebuild»:

You can also rebuild the tools if you make changes to them:

On a Windows machine, you should have Microsoft Visual Studio C++ (Express is just fine) installed. You will need Xcode on a Mac. To build on a Linux machine, you may need the following packages (or similar):

To switch away from a source build, use:

Sample

You can build a sample Lime project with the following commands:

You can also list other projects that are available using «lime create».

Targets

Lime currently supports the following targets:

Desktop builds are currently designed to be built on the same host OS

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License

Lime is free, open-source software under the MIT license.

Installation

First install the latest version of Haxe.

The current version of Lime has not been released on haxelib, yet, so please install the latest development build.

Development Builds

When there are changes, Lime is built nightly. Builds are available for download here.

To install a development build, use the «haxelib local» command:

Building from Source

Clone the Lime repository, as well as the submodules:

Tell haxelib where your development copy of Lime is installed:

The first time you run the «lime» command, it will attempt to build the Lime standard binary for your desktop platform as the command-line tools. To build these manually, use the following command (using «mac» or «linux» if appropriate):

You can build additional binaries, or rebuild binaries after making changes, using «lime rebuild»:

You can also rebuild the tools if you make changes to them:

On a Windows machine, you should have Microsoft Visual Studio C++ (Express is just fine) installed. You will need Xcode on a Mac. To build on a Linux machine, you may need the following packages (or similar):

To switch away from a source build, use:

Sample

You can build a sample Lime project with the following commands:

You can also list other projects that are available using «lime create».

Targets

Lime currently supports the following targets:

Desktop builds are currently designed to be built on the same host OS

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Introduction

Lime (Light Media Engine) is an abstraction layer that makes it simple to go cross-platform with only one codebase; without the compromise of relying upon a scripting language or a virtual machine.

Lime leverages the power of the Haxe programming language, compiling directly to C++, JavaScript and other target languages. Haxe is a flexible, robust language, and the resulting applications are truly native. Lime provides the tools and the backend to seamlessly support many platforms.

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Platforms

Lime currently supports the following platforms:

With legacy support for:

What It Does

Lime exposes the following:

  • OpenGL
  • Audio
  • Input
  • Windowing
  • Useful native features

By setting up a bootstrap for your application, Lime will handle all of the low-level events, and call into your main class (this can be overridden) for you.

The rendering API is very similar to WebGL, which in turn is similar to OpenGL ES. This enables us to support your code on platforms using OpenGL, OpenGL ES and WebGL.

How It Works

Lime comes together in three different parts.

The first are command-line tools, which manage the build, package, install and run process for each support platform.

The second is the native layer, which handles rendering, sound and other features with hand-written C++ (with a small amount of Objective-C and Java) in order to handle the core of each platform. This layer is not used when targeting HTML5. You can find this in the repository under «project»

The third is a Haxe wrapper (under development), which exposes this functionality and helps abstract differences (such as HTML5 vs. native builds). The Lime wrapper itself does not support Flash, but frameworks above Lime can add support (such as OpenFL)

Lime is designed to power higher-level frameworks, in addition to exposing a sensible cross-platform API for «more direct» development. Most popularly, Lime is also used as the foundation for OpenFL which is an open-source, accelerated version of the Flash API, supporting all of the Lime targets as well as an HTML5 canvas implementation of the API as well.

License

Lime is free, open-source software under the MIT license.

Installing Lime

First you will need to first install Haxe 3.0 for Windows, Mac or Linux.

Once Haxe has been installed, you can install a release version of Lime from a terminal or command-prompt with these commands:

Some platforms will require some additional setup before you can use them. For example, you must have Visual Studio C++ in order to build native applications for Windows. Lime includes a «setup» command that can help you walk through the process for each target:

In order to build for Mac or iOS, you should already have a recent version of Xcode installed. In order to build for Linux, usually only g++ is required, which may be installed with your distribution already. No setup is required for these platforms.

Development Builds

If you would like to begin using Lime directly from the repository, or want to help contribute to its development, you will first want to clone the repository (or your fork of the repository) then tell «haxelib» where your development version is installed. You will also need to clone lime-build, which includes static libraries and headers required to recompile the Lime native layer from the source.

The «lime/ndll» directory will be empty, but you can easily rebuild the binaries for any platform using «lime rebuild», like:

Most platforms do not require additional dependencies (other than usual dependencies) to rebuild, but if you are running linux you will development libraries for GL and GLU, as well as multilib versions of g++ if you plan to rebuild both 32- and 64-bit versions of the Lime native layer (which is done through «rebuild» by default)

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By default, «rebuild» will compile every binary needed for a target, including both release and debug, and for certain platforms, multiple architectures (such as x86 for an emulator or arm for a device). You can use «-debug», «-release», «-64» and «-32» to specify that you only want to rebuild one kind of binary, and you can use commas to separate multiple builds, in the same command.

There is also a helpful «-rebuild» flag you can use, that rebuilds only the required Lime binary, in addition to the meaning of the original command. For example, the following will test the current application, rebuilding the Windows release binary for Lime first:

To return to release builds of Lime, use:

Usually, you will not need to use development versions of the Lime command-line tools as well, but if you would like, you can find instructions at the lime-tools repository.

Using Lime

If you prefer a low-level API, you may want to use Lime directly. The Lime 1.0 wrapper is still under development, you can see the wiki for the 1.0 roadmap.

You can get a taste by trying the «SimpleOpenGL» or «HerokuShaders» samples:

You can substitute «HerokuShaders» for «SimpleOpenGL» in the above command, or use «lime create» to see all available samples. The «test» command combines «update», «build» and «run» into one step. If you are not running Linux, or would like to use a different target, you can try one of the following as well:

If you do not prefer a low-level API, OpenFL is currently the easiest way to use Lime. Instead of making direct OpenGL calls, OpenFL uses a much simpler (but powerful) API, on top of the functionality of Lime. For example, in order to display an image, OpenFL would use:

This is far fewer steps than using OpenGL directly, so you should decide what level of API you prefer. Even if you are not familiar with the Flash API, OpenFL should be easy-to-use.

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Microsoft обновила утилиту проверки на совместимость Windows 11 PC Health Check

25 июня 2021 года Microsoft обновила утилиту Windows 11 PC Health Check. Теперь в ней по итогам анализа описывается причина, из-за которой ПК пользователя не сможет обновиться на новую ОС.

После анонса оказалось, что Windows 11 можно установить не на все современные ПК и ноутбуки, на которых Windows 10 работает нормально. Microsoft выпустила утилиту для проверки на совместимость пользовательского ПК с новой ОС. В первой версии этого приложения было просто уведомление, что система не удовлетворяет минимальным требованиям и пользователь сможет работать только на Windows 10.


Теперь понятно, что Windows 11 не устраивает в системе пользователя: «старый» процессор, нет поддержки TPM 2.0, не хватает места на диске, нет поддержки Secure Boot.


Странные минимальные требования по процессорам многие пользователи не понимают. Например, Windows 11 не установится на ПК с Ryzen 5 1600X с TPM 2.0.

Минимальные требования по установке ОС Windows 11:

  • 64-битный двухъядерный процессор с тактовой частотой не менее 1 ГГц (32-битные приложения будут поддерживаться ОС);
  • 4 ГБ ОЗУ;
  • место на диске: 64 ГБ;
  • монитор с разрешением 1366×768 и более с размером от 9-дюймов и больше;
  • совместимость с UEFI, Secure Boot и поддержка TPM 2.0;
  • видеокарта, совместимая с DirectX 12 / WWDM 2.x.

Поддерживаемые Windows 11 процессоры AMD (Ryzen 2000 и выше), Intel (Intel Core 8 и выше) и ARM (Qualcomm).

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[ES] Compilando el juego de manera apropiada 🙂 — A Tutorial for Friday Night Funkin’

Antes de que haga algo desactive su antivirus e instale la carpeta del código del juego en este link: https://github.com/ninjamuffin99/Funkin
Además necesitaras entre 22 y 28 gb de espacio en tu almacenamiento.

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Que hago?
1) Si o si debe instalar la versión 4.1.5 de Haxel y asegúrese de abrir el setup como administrador y marcar la opción neko, generalmente se descargaría la versión más recientes, pero los archivos que necesitamos no funcionan bien en esas versiones.

2)Ahora lo siguiente que debes hacer es descargar git-smc que igual como Haxe 4.5.1, debe abrir el setup como administrador.

3) Luego de instalar Git debe abrir cmd o la Terminalcomo administrador y luego escribir estos comandos en el siguiente orden:

  • haxelib install lime 7.9.0
  • haxelib install openfl
  • haxelib install flixel
  • haxelib run lime setup
  • haxelib run lime setup flixel
  • haxelib install flixel-tools
  • haxelib run flixel-tools setup
  • haxelib install flixel-addons
  • haxelib install flixel-ui
  • haxelib install hscript
  • haxelib install newgrounds
  • haxelib install linc_luajit
  • haxelib git faxe https://github.com/uhrobots/faxe
  • haxelib git polymod https://github.com/larsiusprime/polymod.git
  • haxelib git discord_rpc https://github.com/Aidan63/linc_discord-rpc
  • haxelib install actuate
  • haxelib git extension-webm https://github.com/KadeDev/extension-webm
  • lime rebuild extension-webm windows

4) Después de eso cree un archivo llamado «APIStuff.hx» y con su editor de texto abra el archivo y ponga esto:

5) Y el archivo póngalo en la carpeta source dentro de la carpeta código del juego.

6) Ahora debe instalar Visual Studio 2019 (Community) (abriendo el setup como administrador .-.), pero en el instalador dele click en Componentes individuales y marque estos componentes:
Nota: para algunos idiomas puede variar el nombre de los componentes, así que si no le aparecen algunos componentes avíseme en los comentarios y veré si le puedo ayudar ya que si no instala todos los componentes les puede salir errores al compilar el juego.

  • MSVC v142 — VS 2019 C++ Build Tools para x64/x86
  • Windows SDK (10.0.17763.0)
  • Herramientas de generación de perfiles de C++
  • Herramientas de CMake en C++ para Windows
  • Últimas herramientas de compilación de ATL de C++ para v142 (x86 y x64)
  • Últimas herramientas de compilación de MFC de C++ para v142 (x86 y x64)
  • Compatibilidad con C++/CLI para las herramientas de compilación de v142 (más recientes)
  • Módulos de C++ para las herramientas de compilación de v142 (x64/x86
  • Compilador de Clang en C++ para Windows
  • Windows 10 SDK (10.0.17134.0)
  • Windows 10 SDK (10.0.16299.0)
  • MSVC v141 — VS 2017 C++ Build Tools para x64/x86
  • MSVC v140 — VS 2015 C++ Build Tools

Ahora si, lo último para poder compilar el juego
7) Para poder compilar el juego usted debe abrir su cmd o terminal y encontrar la carpeta donde esta el código del juego, como hago eso? es fácil, debes escribir cd [dirección de la carpeta] Ejemplo:

  • cd C:\Users\EstoyAburridow\Documents\Funkin

8) Luego de eso debe ejecutar el siguiente comando:

  • lime build windows

9) Ya esta! ahora solo debe esperar .__., el proceso puede tardar mucho pero ayuda un poco tener un PC de gama alta

10) Pero y ahora, donde esta el juego compilado? Pues cuando termine de compilar en la carpeta del código del juego aparecerá una nueva carpeta llamada export entre allí y luego valla a release luego a windows y por ultimo a bin, ahí esta el exe y todos los archivos del juego ya compilados.

Si tienes alguna duda o problema me puedes decir en los comentarios y yo tratare de ayudarte . _.

Recuerde que debe desactivar el antivirus tanto como en el proceso de instalación y tanto como cuando compiles el juego.

Gracias a Cheemsandfriends que ha estado ayudando a la gente en los comentarios en mi inactividad

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