I agree that we need to have a separate GettingStarted page that just
shows how to run the demos and set up your own skeleton project.
We are a hair's width away from being able to ship a proper release
and publish it to Maven Central, at which point no one will have to
check out the PlayN code and compile it in order to build a project
based on it.
I also need to update the CheckoutReviewCommit page as well, since
things have changed a bit with the project reorganizations.
> "projects" tree view populated with a bunch of PlayN projects. I clicked
> "Next", and I see a dialog saying "Setup Maven plugin connectors", with 4
> items:..."
> I've tried the Eclipse help, I've looked through the Install New Software
> area for ant plugins. I've googled for more information on
> "maven-antrun-plugin" and "No marketplace entries found" and variations
> thereof, but have not found anything useful.
This is an annoying m2eclipse problem which can be ignored, but looks
very scary when you see it. I need to write a custom plugin for Maven
to allow us to chmod files, because that's what the antrun plugin is
being used for, but for whatever inane reason, m2eclipse doesn't
support antrun.
> At this point, I can click "Finish", and it warns me "Continuing with import
> will result in projects with build errors, please see help for more
> information" (but there's no help button handy, and it's a modal dialog, so
> I'm uncertain what I'm being told to do.
This is also ignorable, but will go away when I write the custom Maven
plugin. Sigh. I hate Maven for exactly these sorts of reasons, but
unfortunately it's the only viable way to have a complex project that
can be built from multiple different IDEs and the command line without
maintaining N separate build systems. It's also the best way to
automatically manage dependencies.
> I can cancel, or I can go on. If I click "OK", my package explorer gets
> filled with new projects (is there a way that I could group all these new
> projects into a single group?
Unfortunately not, AFAIK Eclipse has no way to group projects in a
single workspace.
> Is that what an Eclipse Working Set is? I
> wasn't able to get that to do what I wanted, either.)
I'm not super familiar with an Eclipse Working Set, but I would guess
that it's meant to allow something like this. What I do is to create
an entirely separate Eclipse Workspace for PlayN and related projects.
This is suboptimal, because Eclipse insists on completely ignoring all
of your global preferences when you create a new workspace (like key
bindings), and you have to manually export those from your old
workspace and import them into your new one. But it also allows you to
isolate a project and its associated libraries, which is nice since
Eclipse starts to get painfully slow when you add too much code to it.
> * the directions refers to playn-peaphysics, which I don't see, certainly at
> the toplevel.
These directions are out of date.
> * going to the various other samples gets confusing. I clicked on, for
> example, playn-hello.
This is the meta project, you don't want to try to run things from
there. I would hide that project from Eclipse if I could, because it's
completely meaningless to Eclipse, but I can't (at least not without
writing yet another custom Maven or Eclipse plugin, which is absurd
overkill).
You want to run from playn-hello-core. You can right click on the
playn-hello-core project and select Run As -> Java Application, then
double click on HelloGameJava in the list that pops up, and it will
run the hello demo.
Because each target platform requires a separate set of dependencies
and a separate build mechanism, there is a separate sub-project for
each target platform (e.g. foo-core, foo-flash, foo-html,
foo-android). Each subproject can be used to build your game for the
platform in question. It's complex, but building a game for N
platforms is not something that can be made simple. It's frankly a
small miracle that it's possible to do all of this with the moderate
level of complexity that we have.
It turns out I was able to configure m2eclipse to ignore the use of
antrun and unpack, so it should be possible to do a clean import of
the latest PlayN with no warnings or errors.
Annoyingly, once the import is complete, the -android projects still
report an error, which goes away if you refresh those projects.
Remedying this problem will likely require an upstream fix to the
Eclipse Android plugin.