Closed usernameak closed 8 years ago
This would be awesome! What kind of makefiles would be needed? I have all of the Droid SDK, but I have never built anything for the platform.
I was looking into that too... there's an SDK for porting native c/c++ code to android, but I have currently no clue in heck how it works and haven't had time to look into it. I know how to build a makefile, but I'm not sure what needs to be in it to build on that platform.
On Fri, May 6, 2016 at 10:40 AM, Coraline notifications@github.com wrote:
This would be awesome! What kind of makefiles would be needed? I have all of the Droid SDK, but I have never built anything for the platform.
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This would be awesome! What kind of makefiles would be needed? I have all of the Droid SDK, but I have never built anything for the platform.
You need Android NDK to build native code
Add: also you need to remove GLEW any way
GLEW is already going away with 2.1.0 (the SDL2 update). I will probably let someone else research Android, my time is so thinly spread I cannot afford to focus on anything BUT 3DGE proper. BUT, being an avid Android user myself, I am also intrigued =-P
There's a problem: Android uses OpenGL ES, somehow stripped-down version of OpenGL for small devices :laughing: P.S. won't you add .pk3 support (simple zip)
That doesn't seem so difficult to get around, might affect bump mapping though... I'll have to look into that. On May 11, 2016 2:36 AM, "usernameak" notifications@github.com wrote:
There's a problem: Android uses OpenGL ES, somehow stripped-down version of OpenGL for small devices [image: :laughing:]
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Yeah, I am sure the GLES library (whichever one) has calls that wrap around raw GL. I dont think this would be too hard, but I feel we should continue focusing on optimizing the engine first before we branch out into other platforms, especially since there is a known memory leak somewhere in the code.
Bump mapping? No problem. GLSL in GLES is the same as in raw GL.
Memory leak?.. When does it happen? Maybe I can help fixing it.
We are not sure yet -- without a decent profiler it is hard to track down. It is most noticeable on lesser machines (namely, the Dreamcast). Since I do not use Linux, I cannot use the oft-mentioned Valgrind either :-(
AK, do you have any ideas on how we can embed a profiler? I think EPI used to have one, a long time ago..
I will install Linux on my PC in a few days, then i will try to profile 3DGE with Valgrind
Lol so it turns out valgrind will also build on mac. We should both run it in case it behaves differently on different platforms. On May 13, 2016 5:08 AM, "usernameak" notifications@github.com wrote:
I will install Linux on my PC in a few days, then i will try to profile 3DGE with Valgrind
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Great idea guys! That'll help us all out, also, being able to profile the engine to find out where its weak spots are/eating memory/optimizations-to-be-made.
I will close this thread -- whoever gets Valgrind working and is able to produce meaningful output should create a new issue with the title: 'Valgrind Report' or something along those lines!
Great job you two btw! =)
I think that it can be built on Android, but I need makefiles!