Re: Android Ares game player?

Scott Johnson <[email protected]>
Newsgroups gmane.comp.graphics.crystalspace.devel
Message-ID <[email protected]>
Hi Jorrit and Josh:

All of those things are necessary, and perhaps I can expand on this:

> - Figure out how to adapt our build system to build for Android.
The basic steps for this aren't too difficult. I've developed a small
library, originally written in C/C++, to build on Android with a very
small amount of steps. The real problem, though, lies in the next step.
I'd recommend that we try to split out a small part of CS first
(potentially into a separate library, so we don't have a giant
libcrystalspace.so anymore, but this is somewhat of a different issue).
I think that CS, as it stands right now, is going to be a very massive
project to port to Android. It will be much easier to port smaller
subsets, if we can.

That said, Mozilla did port its entire library (libXUL.so) over to
Android in a short amount of time, so it's possible to do it all in one
large chunk. It's probably important to realize they have full-time
staff, though...
> - Fix basic atomic operations that CS depends on. I can't tell you
> much about this
>   but some other people in my team know about the issues here.
For this, we're going to need to compare the current GL operations in CS
to GLES. There are a few differences, most of which I'm not sure we use.
Here's a good summary of the problem:
http://stackoverflow.com/questions/1179249/opengl-vs-opengl-es-2-0-can-an-opengl-application-be-easily-ported

The big thing is that GLES does not use any fixed-pipeline stuff, nor
are we allowed to use anything other than vertex arrays to pass data to
the GPU. I'm not sure how much of this is already being done in CS, as I
_think_ standard GL is headed this way, anyway. So, it's possible that
CS is already moving in this direction.

In addition to that, there are some C++ nuances that simply don't work
on Android using the NDK. Most specifically, exceptions. The Android NDK
does not implement C++ exceptions (well, as of July when I last looked
into this... it could have changed now with everything starting to move
toward C++11). This shouldn't be too much of a problem with CS, as we
don't utilize exceptions within our code that often. That said, we _DO_
have some third party libraries (e.g. CEGUI) that utilize exceptions. We
will need to separate those out, and either not include them in CS for
Android, or else modify them to compile with the Android NDK.

> - Get the basic framework to run.
>
For this, we'll simply need a test application, probably something
written in Java, that we can use to test CS on the mobile platform.

Another note - I would highly recommend not utilizing an emulator for
this. Instead, get an ASUS Transformer Tablet (which I think you said
you already had), or some type of standalone Tegra board that you can
connect to a monitor. The emulator is uber-slow.

Jorrit asked me to look into some of these things, and as a result, I
did some testing to see how difficult it is to port a native library to
Android. It's not too difficult, and I can give you access to the code
that I have (it's completely unrelated to CS) that I did basic
experiments upon. Unfortunately, I haven't had a lot of free time. (As a
side note, some things have recently caused me to be unable to do some
of the extracurricular activities I wanted to this winter, so I may have
some free time coming up...)

I hope this helps!

~Scott
> Greetings,
>
>
>
> On Fri, Dec 14, 2012 at 2:37 AM, Josh Cox <[email protected]
> <mailto:[email protected]>> wrote:
>
>     Any overarching todo list?  I'm registering for all the nvidia
>     developer stuff to get my build environment going, should be
>     approved soon.   Does anyone have any notes or anything of what
>     they have done?
>
>     Josh 
>
>     On Tue, Dec 11, 2012 at 2:33 PM, Jorrit Tyberghein
>     <[email protected] <mailto:[email protected]>>
>     wrote:
>
>         So far nothing really concrete yet. Many people are interested
>         but it is hard to put together
>         a real team with people who want to manage this. I myself am
>         mostly busy with Ares itself
>         so I don't have a lot of time to work on the Android port but
>         I really would like to see someone
>         take a lead in this.
>
>         Greetings,
>
>
>         On Tue, Dec 11, 2012 at 9:22 PM, Josh Cox <[email protected]
>         <mailto:[email protected]>> wrote:
>
>             I saw on the ninth of June someone posted that they had
>             gotten a ASUS Transformer Tablet.  I, too, have acquired a
>             few tegra 3 devices and would like to see this wonderful
>             project working on such platforms.  Is there any
>             subsequent news on this development?  I certainly am
>             interested in helping out.
>
>             Josh
>
>
>
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> and CEL (http://cel.crystalspace3d.org)
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