Android
Re: Android
It's because android are trying to be the windows 3.1 of the smart phone world.
Re: Android
They're succeeding 
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Re: Android
I've tried NDK for porting and as far as I can see my 2D game engine is technically running, albeit silently as every openGL calls fails with an error saying the call isn't implemented (even clearing the screen), with pretty much zero debugging or feedback. The build process is a black art and I'm pretty sure you have to sacrifice a chicken to get native call function names working right.
and once you've done all of that someone releases a bloody x86 phone, so you need to do it all again. But hopefully there's some way of detecting if you are running on x86 and loading the other binary blob instead.
One of these days I'll go back to it, but it's such a ballsache compared to iOS that's fer sure...
and once you've done all of that someone releases a bloody x86 phone, so you need to do it all again. But hopefully there's some way of detecting if you are running on x86 and loading the other binary blob instead.
One of these days I'll go back to it, but it's such a ballsache compared to iOS that's fer sure...
Re: Android
To be fair to Google, in their NDK documentation one of the first things they get across is to discourage writing everything in C/C++, which is a sort of acknowledgement that their NDK is nowhere near as mature as their SDK.
Re: Android
"lol it's shit" isn't much of an excuse to be honest.
Re: Android
Sure, but you can't complain about getting burnt when you were told not to jump into the fire.
Re: Android
The NDK has been out for 3 years and was in development for a while before that.
And if you read the article there's a bunch of issues that are to do with legacy Android issues in general, it's not just NDK problems.
Past 2.3 Android seems like a much better system to write for but the complete lack of policing on older implementations was a real mistake.
And yeah devs are warned about the NDK but ultimately it's the end users that suffer.
And if you read the article there's a bunch of issues that are to do with legacy Android issues in general, it's not just NDK problems.
Past 2.3 Android seems like a much better system to write for but the complete lack of policing on older implementations was a real mistake.
And yeah devs are warned about the NDK but ultimately it's the end users that suffer.
Re: Android
Because your porting the wrong way. Google wants you to write webapps in GWT, port to Android (which is pretty easy) and maybe use their App Engine for some databases and hopefully pay them forever 
Googles trying to get Java as quick as possible rather then paying much attention to other languages.
Googles trying to get Java as quick as possible rather then paying much attention to other languages.
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- gilesgoat
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Re: Android
So do you mean I should not even start trying and move maybe on the ps vita sdk instead
?
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Re: Android
How can it be your program working AND very call fail ?sack wrote:I've tried NDK for porting and as far as I can see my 2D game engine is technically running, albeit silently as every openGL calls fails with an error saying the call isn't implemented (even clearing the screen), with pretty much zero debugging or feedback. The build process is a black art and I'm pretty sure you have to sacrifice a chicken to get native call function names working right.
and once you've done all of that someone releases a bloody x86 phone, so you need to do it all again. But hopefully there's some way of detecting if you are running on x86 and loading the other binary blob instead.
One of these days I'll go back to it, but it's such a ballsache compared to iOS that's fer sure...
I suppose the OpenGL examples do not work then ?
Giles the billy goat
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Re: Android
I tend to use the old fallback and just use shitloads of Log.i etc. to tell me what's going on. I've not got a native debugger to work yet though.gilesgoat wrote:How can it be your program working AND very call fail ?sack wrote:I've tried NDK for porting and as far as I can see my 2D game engine is technically running, albeit silently as every openGL calls fails with an error saying the call isn't implemented (even clearing the screen), with pretty much zero debugging or feedback. The build process is a black art and I'm pretty sure you have to sacrifice a chicken to get native call function names working right.
and once you've done all of that someone releases a bloody x86 phone, so you need to do it all again. But hopefully there's some way of detecting if you are running on x86 and loading the other binary blob instead.
One of these days I'll go back to it, but it's such a ballsache compared to iOS that's fer sure...
I suppose the OpenGL examples do not work then ?
Re: Android
I have three games out on and Android. With 2 of them on IOS too. All written in c++
The first game I wrote the using a little Java wrapper with 99% c++ and the jni crap.
The next two I used this.
http://www.madewithmarmalade.com/marmaladesdk
Next I may look at this.
http://www.mosync.com/documentation/manualpages/sdk
Have fun.
The first game I wrote the using a little Java wrapper with 99% c++ and the jni crap.
The next two I used this.
http://www.madewithmarmalade.com/marmaladesdk
Next I may look at this.
http://www.mosync.com/documentation/manualpages/sdk
Have fun.
Re: Android
Not as bad an idea as it might initially sound. Playstation Network code would be easily portable to XBLIG, Windows Phone 7 and Windows.gilesgoat wrote:So do you mean I should not even start trying and move maybe on the ps vita sdk instead?
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Re: Android
The code already runs on Windows, I heard that wp7 also supports DX.bcass wrote:Not as bad an idea as it might initially sound. Playstation Network code would be easily portable to XBLIG, Windows Phone 7 and Windows.gilesgoat wrote:So do you mean I should not even start trying and move maybe on the ps vita sdk instead?
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