Scruffy3D Released! (William Dyce)

William Dyce wrote:

That’s normal: we don’t necessarily want to actually use it, just compile
for it so we can cash in on the people rich enough to afford it :stuck_out_tongue:
Not sure how I can afford any of that unless my work cover it. Well, if they
want a Mac port they’ll have to :wink:

Or the mac mini route, then you can just re-use one of your USB
mice/keyboard. Not sure about the monitor, you might need a dongle.
That’s probably your most low cost option, but if you spend a little
extra you can get a really nice laptop AND you can partition the drive
and run windows or linux or whatever you use normally.

I’m a desktop guy, so I have an 8-core monster mac :slight_smile:

And dim3’s port to iOS pretty much went without a hitch, after changing
a bunch of stuff around. Now to start testing SDL’s touch controls :slight_smile:
So far, so good for SDL 1.3. I’ve actually run into one weird problem,
but not sure if it’s me or not, so I need to track it down.

[>] Brian

The iOS support in SDL 1.3 seems far more mature than the Android support (currently lacking multitouch for example).

I was recently reading the NVIDIA presentation on porting games to Android (which is a good read, it’s on their Developer Center website), and apparently it’s possible to entirely avoid Java glue by
using NativeActivity on Android 2.3 (Gingerbread) or above, but there are a few things one can not do with NativeActivity… And a lot of devices are still on Android 2.2 (Froyo) or earlier.

Seems a bit of a mess on the whole, and I’m not sure that SDL currently complies with all of the requirements for onPause/onStop/onResume/onRestart/focus handling, there are some aspects of mobile dev
that are very unobvious to someone porting from desktop - like the requirement of being able to completely save state and resume later (in a hurry!) so that the user doesn’t even know the app was
destroyed in the interim.

That said, I’m liking Android dev.On 07/29/2011 06:07 AM, Brian Barnes wrote:

William Dyce wrote:

That’s normal: we don’t necessarily want to actually use it, just compile
for it so we can cash in on the people rich enough to afford it :stuck_out_tongue:
Not sure how I can afford any of that unless my work cover it. Well, if they
want a Mac port they’ll have to :wink:

Or the mac mini route, then you can just re-use one of your USB mice/keyboard. Not sure about the monitor, you might need a dongle. That’s probably your most low cost option, but if you spend a little
extra you can get a really nice laptop AND you can partition the drive and run windows or linux or whatever you use normally.

I’m a desktop guy, so I have an 8-core monster mac :slight_smile:

And dim3’s port to iOS pretty much went without a hitch, after changing a bunch of stuff around. Now to start testing SDL’s touch controls :slight_smile: So far, so good for SDL 1.3. I’ve actually run into one
weird problem, but not sure if it’s me or not, so I need to track it down.

[>] Brian


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LordHavoc
Author of DarkPlaces Quake1 engine - http://icculus.org/twilight/darkplaces
Co-designer of Nexuiz - http://alientrap.org/nexuiz
"War does not prove who is right, it proves who is left." - Unknown
"Any sufficiently advanced technology is indistinguishable from a rigged demo." - James Klass
"A game is a series of interesting choices." - Sid Meier

I was recently reading the NVIDIA presentation on porting games to Android
(which is a good read, it’s on their Developer Center website), and
apparently it’s possible to entirely avoid Java glue by using NativeActivity
on Android 2.3 (Gingerbread) or above, but there are a few things one can
not do with NativeActivity… And a lot of devices are still on Android 2.2
(Froyo) or earlier.

NativeActivity is really for people who just don’t want to write any Java
code, but at the end of the day it’ll still be run in a Java virtual machine
so all you’re not really gaining anything by complicating your life with it
:-/

Or the mac mini route, then you can just re-use one of your USB

mice/keyboard. Not sure about the monitor, you might need a dongle. That’s
probably your most low cost option, but if you spend a little extra you can
get a really nice laptop AND you can partition the drive and run windows or
linux or whatever you use normally.

Guess I’ll see how this Android port goes. People who live in the US can
pick up all this istuff for peanuts, but in Europe and Australia where I
usually am it costs an absolute bomb. My friend keeps talking about
smuggling iPhones back in his suitcase - it’s insane :-SOn 29 July 2011 23:18, Forest Hale wrote:

The iOS support in SDL 1.3 seems far more mature than the Android support
(currently lacking multitouch for example).

I was recently reading the NVIDIA presentation on porting games to Android
(which is a good read, it’s on their Developer Center website), and
apparently it’s possible to entirely avoid Java glue by using NativeActivity
on Android 2.3 (Gingerbread) or above, but there are a few things one can
not do with NativeActivity… And a lot of devices are still on Android 2.2
(Froyo) or earlier.

Seems a bit of a mess on the whole, and I’m not sure that SDL currently
complies with all of the requirements for onPause/onStop/onResume/**onRestart/focus
handling, there are some aspects of mobile dev that are very unobvious to
someone porting from desktop - like the requirement of being able to
completely save state and resume later (in a hurry!) so that the user
doesn’t even know the app was destroyed in the interim.

That said, I’m liking Android dev.

On 07/29/2011 06:07 AM, Brian Barnes wrote:

William Dyce wrote:

That’s normal: we don’t necessarily want to actually use it, just compile
for it so we can cash in on the people rich enough to afford it :stuck_out_tongue:
Not sure how I can afford any of that unless my work cover it. Well, if
they
want a Mac port they’ll have to :wink:

Or the mac mini route, then you can just re-use one of your USB
mice/keyboard. Not sure about the monitor, you might need a dongle. That’s
probably your most low cost option, but if you spend a little
extra you can get a really nice laptop AND you can partition the drive and
run windows or linux or whatever you use normally.

I’m a desktop guy, so I have an 8-core monster mac :slight_smile:

And dim3’s port to iOS pretty much went without a hitch, after changing a
bunch of stuff around. Now to start testing SDL’s touch controls :slight_smile: So far,
so good for SDL 1.3. I’ve actually run into one
weird problem, but not sure if it’s me or not, so I need to track it down.

[>] Brian
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LordHavoc
Author of DarkPlaces Quake1 engine - http://icculus.org/twilight/**
darkplaces http://icculus.org/twilight/darkplaces
Co-designer of Nexuiz - http://alientrap.org/nexuiz
"War does not prove who is right, it proves who is left." - Unknown
"Any sufficiently advanced technology is indistinguishable from a rigged
demo." - James Klass
"A game is a series of interesting choices." - Sid Meier

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