• Robert

    Yes, build on macOS and try again. Some paths might be wrong otherwise or something, never tried to create the iOS project on Windows.

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  • Robert

    Use the search functionality and look for WinMain.

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  • Robert

    That's unfortunate but I'm out of ideas right now.

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  • Robert

    No, that's normal.

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  • Robert

    Kha should work fine without a sound card, it doesn't explain that strange error. So, here's how to set a data breakpoint (those break on a data change instead of a line number):

    Find SystemImpl.cpp (see the file tree on the left side) and set a regular breakpoint at line 422 (one line below the mouse initialization). Then run the program until the breakpoint it hit.
    Visual Studio Debug 1

    Data breakpoints are created using the menu like so.
    Visual Studio Debug 2

    Put in &::kha::SystemImpl_obj::mouse.mPtr, hit ok and then continue to run the program. Hopefully at some point it should hit that breakpoint.
    Visual Studio Debug 3

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  • Robert

    Yes, I think those script errors are unrelated. But I can not reproduce your crash and have no idea what's going on. I'll have to send you some instructions for how to set a data breakpoint when I'm back from work (in ~6 hours).

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  • Robert

    Something is reading a null pointer. What are script errors? Default Kha project, does that mean you just did a Kha init and compiled that?

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  • Robert

    To use VS2015 just build using node Kha/make -v vs2015 (you can also use the --help option to get a list of all options).
    The Win SDK install is unrelated, the install options look fine now. Maybe just some restart is missing or something. Try to delete your build subdirectory and recreate the project. Can you create a new Visual C++ Windows Desktop application and can you compile and run that? Project creation wizard should look like this:
    Visual Studio - New Project

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  • Robert

    Ah, that's a different issue - you didn't install Visual Studio's C++ support (aka the C++ project type). Just run the Visual Studio installer again and select some additional components.

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  • Robert

    I'm not sure because you didn't provide the actual error message but I suppose this is about the Windows SDK version which is currently a common problem - the version is set in the Visual Studio project files but the Visual Studio installer by default only installs the latest Windows SDK so it's now common that Visual Studio 2017 installations use wildly different Windows SDK versions.
    You can run the Visual Studio installer again to install additional SDK versions or you can just switch the SDK in the project like so...

    Go to your project's properties:
    Visual Studio Windows SDK selection 1

    Then just select any of the SDKs in this drop down (it only list the installed SDKs):
    Visual Studio Windows SDK selection 2

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  • Robert

    Just git clone --recursive https://github.com/Kode/Kha.git and follow the git instructions at https://github.com/Kode/Kha/wiki/Getting-Started
    Running Kha/make will create project files for HaxeDevelop and IntelliJ in a build subdirectoy but you can of course just use any editor and run Kha/make manually to compile things.

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  • Robert

    Kha's networking is an automated multiplayer client/server thing which is designed to run on websockets for html5 and plain udp sockets in native targets (which gives better performance for game-like things) - but it doesn't sound like that's what you want at all.
    Do you use http or just plain tcp? http functionality is part of Haxe's standard lib, for plain tcp maybe have a look at tink_tcp.

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  • Robert

    Hmm, iOS APIs are usually Objective-C. It's not hard to learn enough of it to add some API bindings to Kha. Have a look around in Kore/Backends/System/iOS to see what that looks like.

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  • Robert

    Sure, once it's finished I'll add it to the native targets. The node target is only for the server component by the way this will be able to work with all targets which implement networking.

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  • Robert

    I think for that usecase you should completely ignore Kha and instead use Kore (Kha's C++ sister project which is used for all native targets) and integrate that the same way JOGL integrates OpenGL.

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  • Robert

    There's a Java-AWT target (called "java") which doesn't do Graphics4 because it uses only AWT (it's for easy integration without any dependencies). There's a Java-Android target (called "android") which of course does Graphics4. There's no Java+some dll for GPU access (e.g. JOGL) target and no plans for it. If you want that I think it would make more sense to basically build your own JOGL-like thing which calls Kha functions or your functionality on top of Kha instead of OpenGL functions, so you could retain Kha's multi GPU API support.

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  • Robert

    No, the D3D12 errors fall into the "I moved some files around" category. Fixed it.
    Wiring it up involves calling the C++ things from within Haxe, basically the same kinda things which are happening in the Kore backend for Graphics4. It's not hard at all but I'm still tweaking the api now and then which I'd then have to do at two places.

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  • Robert

    I still haven't wired it up in Kha but it's functional in Kore. Recently I mostly worked on the console targets so the D3D12 target works best (because that's also used for the Xbox target), Metal and Vulkan need some updates. Using it on top of older APIs should work, too.

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  • Robert

    Don't think it would be difficult. How is your Objective-C?

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