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    Topics

    • LulaBayL

      PhaseScriptExecution Failed Xcode Error

      Watching Ignoring Scheduled Pinned Locked Moved Can't Reproduce / Expired
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      13 Posts
      3k Views
      HamedH
      Can you delete the Pods folder and try again?
    • LulaBayL

      Overlay with a banner ad causing crash in xcode

      Watching Ignoring Scheduled Pinned Locked Moved Help and Support xcode help crashing jittery simulator
      1
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      1 Posts
      565 Views
      No one has replied
    • LulaBayL

      Banner Ads Causing HyperPad App to freeze

      Watching Ignoring Scheduled Pinned Locked Moved Fixed
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      9 Posts
      2k Views
      Aidan_FireA
      @lulabay Beta replaces normal version, only way to have both is to have another iPad. I'm pretty sure it will keep doing cloud backups, but the cloud will keep versions of your project from before downloading the beta.
    • LulaBayL

      Weird Sound bug

      Watching Ignoring Scheduled Pinned Locked Moved Fixed sound bug no sound bug report ios beta
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      6 Posts
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      D
      @lulabay Sort of. That's a different issue, stemming from the same root cause. One that's famous and integral to an un-fixed cocos2D-iPhone, which hyperPad is based upon. I've supplied them with sufficient info on the fix, they've said they can't (or won't) do it, despite it being something universal, and without side effects. At the core of cocos2D-iPhone is a reliance on the unreliable, and uncertain flipping flags of a thing called CADisplayLink. The solution I've shared, for this problem, will likely fix the audio and timing issues prevalent in iOS 12, as iOS 12 far more aggressively asserts control over (and more variance upon) CADisplayLink. Ultimately CADisplayLink will be completely untethered from any connection to device reality as it's used for all manner of frame rate efficiency variance efforts within iOS. ProMotion displays are coming to iPhones sooner rather than later. The solution, base the game loop on absolute time, and do own calculations of when a frame should be ready to present. Every other engine does this, as does every fixed version of cocos2D-iPhone. Or, you can do a hybrid approach, get ready to draw then wait for a CADisplayLink call, which many others do. Relying on CADisplayLink, though, causes the problem, as it's not regular, nor reliable. This causes a race condition, wherein memory/objects aren't released until the OS senses memory pressure, at which point you see that stutter. The two creators of hyperPad maybe forced to make a fix for iOS 12 that relies on Mach (absolute) time. It's not hard, and somewhere on these forums I've even posted the code to do it.