godotengine / godot

Godot Engine – Multi-platform 2D and 3D game engine
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Android IAP: Leave in core or create a separate module? #6385

Closed jlopezcur closed 4 years ago

jlopezcur commented 8 years ago

I worked on Android IAP from the core, I will made a PR for this, but a doubt come to me: It is a module like, is there any interest on make this as a module or better leave in the code?

If you want to see this working you can see on: https://godotdevelopers.org/forum/discussion/17400/monty (I dont want to put the Google Play link directly beacouse this is for developing purpose only, not for promo)

I want to put other doubt on the table: I'm thinking that the best way to make a good export to Android with modules is by separating the code of creating a template into a plugin like the asset manager (with gradle), the plugin will be able to compile templates and export to Android (for example), and all modules could be dropped and customize the entire exportation. It this in mind or something?

Comments are very appreciated :) Thanks!

ghost commented 8 years ago

Godot doesn't target Android "by default". All vendor specific features should come in modules IMHO. P. S. Now that we have AssetLib, it's just easier and better to include it in there. Ask @akien-mga for help.

volzhs commented 8 years ago

take a look #3936 discussion too

reduz commented 8 years ago

I was thinking of creating a "google" module, for providing all the standard Google APIs, including IAP, Google Play, etc.

On Sun, Sep 4, 2016 at 9:36 AM, volzhs notifications@github.com wrote:

take a look #3936 https://github.com/godotengine/godot/issues/3936 discussion too

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vnen commented 8 years ago

I still think IAP can be abstracted with a common interface for all platforms. Having one for each means you need to write conditional code and be acquainted with different API to do the same thing.

avril-gh commented 8 years ago

I was thinking of creating a "google" module, for providing all the standard Google APIs, including IAP, Google Play, etc.

wow, that could be great thing

punto- commented 8 years ago

If it depends on more or less standard APIs of Android, leaving it in the main tree saves you from re compiling all the templates when you need to build, which can get annoying, although not so much if it's limited to just Android. An IAP module for Amazon Store would be an external module for sure..

On 4 September 2016 at 16:29, George Marques notifications@github.com wrote:

I still think IAP can be abstracted with a common interface for all platforms. Having one for each means you need to write conditional code and be acquainted with different API to do the same thing.

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mefihl commented 8 years ago

I was thinking of creating a "google" module, for providing all the standard Google APIs, including IAP, Google Play, etc.

Yes please ;)

jlopezcur commented 8 years ago

I have a lot of work on this area created:

All of this are working on the game: https://play.google.com/store/apps/details?id=com.kloder.monty

A lot can be done on GooglePlayGamesServices as:

I find some problems for a modules implementation:

These are common problems encounter in create a module independant ecosystem, how this could be done?

@reduz "I was thinking of creating a "google" module, for providing all the standard Google APIs, including IAP, Google Play, etc."

So this mean that the IAP move from the core to a module, right?

lukaskotik commented 8 years ago

@jlopezcur Wow! That is something that I missed a lot in Godot engine. I would like to see it as easily to access all these functionalities as possible (in core).

ghost commented 6 years ago

There are a lot of changes to the engine since this is last discussed. Is it still relevant? If it is, is this achievable with GDNative?

Heryhelder commented 6 years ago

I was thinking of creating a "google" module, for providing all the standard Google APIs, including IAP, Google Play, etc. Is it still alive for Godot 3? Maybe provide "google" module in AssetLib is a good thing

m4gr3d commented 4 years ago

Closing as the described functionality can be made available through an Android plugin.