That's not to say that Unity apps or JS-based apps in wrappers (or even using something like React-Native which does spit out native code) aren't going to be good enough for what you want to do.
The best android apps are (and I know less here) presumably java. The best iOS apps are written using swift/obj-c, languages designed for the platform. If you want the same code base across platforms then you're always going to be at the mercy of transpilers or some other mechanism, this is always a performance overhead, and as gaming is very performance heavy this can be a problem. That's a bigger question (and I've no idea how big companies create multi-platform games, unity would sound like one solution, the other is they have enough resources to have 2 separate teams writing apps in the way designed for the platform, I don't consider JS solutions to be robust enough for complex native applications.yet). Tutorials tend to be very variable in quality, but search around, if you find an author whose style you like follow them and read their stuff as there are so so many trash JS tutorials/articles out there that its very hard to know who to believe!
I learnt how to code by being lucky enough to sit next to competent developers and learning how to stalk OSS projects on Github but that's very very hard to do when your JS skills aren't already decent. So, yeah, if you'd say your JSing is only around beginner/basic level work spent upping those skills will be extremely beneficial (and equally so if you end up moving back to web dev, with the abundance of JS libs most decent web dev jobs are JS coding jobs, and there are now backend JS jobs piling up ready to be filled by competent developers).Ī lot of the time you can probably brush up/improve your JS skills alongside learning Phaser. The framework is very well designed and makes many tasks easy so its easy enough to get going, many question posts we get here aren't about fighting with Phaser to get it to work in a certain way, they're general JS questions. You can check if you done it correctly or not by execute "which vsim" or "which vlib".Phaser abstracts most canvas api away from you, although it doesn't hurt to start there and understand how canvas works before plunging in to a library/framework. Let's say your modelsim installation path is /opt/modelsim (it should be different on your side), you can do it by execute: You have to add ModelSim's bin directory to your PATH. How am I supposed to find it sir ? Is there any methods to find it ?
Maybe you have installed it, but it is not in a place where this instance of the makefile can access it. The make file is reporting that it can not find the command. RE: PULPissimo RTL Simulation Building - kgf - 10-21-2019 RE: PULPissimo RTL Simulation Building - hithaishi_t - 10-21-2019 You will need ModelSim/QuestaSim installed on your system.
RE: PULPissimo RTL Simulation Building - gideros - 10-21-2019 Makefile:37: recipe for target 'lib' failed root/pulp-sdk/pulpissimo/sim//vcompile/ips.mk:53: recipe for target 'lib' failed Vcompile/build.mk:56: recipe for target '/root/pulp-sdk/pulpissimo/sim/modelsim_libs/L2_tcdm_hybrid_interco_lib' failed
For the command "make clean lib build opts" i'm getting the following errors I have installed all the dependencies and now im working on building RTL simulation platform.
I have been trying to install PULPissimo. PULPissimo RTL Simulation Building - hithaishi_t - 10-21-2019 +- Thread: PULPissimo RTL Simulation Building ( /showthread.php?tid=124) PULPissimo RTL Simulation Building - Printable Version