3dfxdev / EDGE

EDGE Source Code
http://edge2.sf.net
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Building on Android #6

Closed usernameak closed 8 years ago

usernameak commented 8 years ago

I think that it can be built on Android, but I need makefiles!

Corbachu commented 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.

Brendoe1 commented 8 years ago

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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usernameak commented 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.

You need Android NDK to build native code

Add: also you need to remove GLEW any way

Corbachu commented 8 years ago

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

usernameak commented 8 years ago

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)

Brendoe1 commented 8 years ago

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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Corbachu commented 8 years ago

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.

usernameak commented 8 years ago

Bump mapping? No problem. GLSL in GLES is the same as in raw GL.

usernameak commented 8 years ago

Memory leak?.. When does it happen? Maybe I can help fixing it.

Corbachu commented 8 years ago

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..

usernameak commented 8 years ago

I will install Linux on my PC in a few days, then i will try to profile 3DGE with Valgrind

Brendoe1 commented 8 years ago

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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Corbachu commented 8 years ago

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! =)