>
>
> This will probably make more sense when I learn about the asset manager
more. I think I read there is a format like asset:// for file URL’s.
Remember that the "asset:/..." URL is just implemented in Castle Game Engine
(see http://castle-engine.sourceforge.net/tutorial_network.php ).
> On Feb 23, 2016, at 8:30 AM, Michalis Kamburelis
> wrote:
>
> It looks like the majority of the startup code is in castlewindow_android but
> I was expected to see an OpenGL context (surface view I think in Android).
> How do you render OpenGL then?
>
>
> castlewindow_android.inc does
>
> I see you made a builder tool I’ll have to check out. From the Android
tutorials I’ve seen building Android packages seems be pretty forward. You can
run/install apps from the terminal also I think based on your documents.
That’d be nice to not be in Android Studio if I don’t have to be.
Yes,
Hey Michalis, thanks for your detailed answers I really appreciate it.
> In Castle Game Engine the whole Pascal code is compiled into an .so
> library (for Android+Arm, though we could also target Android+x86). It
> is then packaged into an apk, with the activity class set to the
> "NativeActivity
2016-02-21 23:00 GMT+01:00 Sven Barth :
> Am 21.02.2016 19:36 schrieb "Michalis Kamburelis"
> :
>> >
>> > 1) All the file I/O in the FPC RTL is not available so what possible
>> > work arounds are there for loading data from files?
>>
>> Actually, all the IO in FPC works perfectly. You can read / w
Am 21.02.2016 19:36 schrieb "Michalis Kamburelis" :
> >
> > 1) All the file I/O in the FPC RTL is not available so what possible
work arounds are there for loading data from files?
>
> Actually, all the IO in FPC works perfectly. You can read / write
> files just like on any other Unix (although yo
2016-02-21 4:36 GMT+01:00 Ryan Joseph :
> I’m going to attempt to port a game to Android but I have some questions
> about potential problems. Now at least I think building a library and loading
> using the JNI would be best but using the JVM could be helpful also (the
> entire project couldn’t
Good idea, thanks.
> On Feb 21, 2016, at 9:08 PM, leledumbo wrote:
>
> Learn how Castle Game Engine and ZenGL managed to do it. They don't use JVM,
> but the ARM target of the compiler.
Regards,
Ryan Joseph
___
fpc-pascal maillist - fpc-pas
> Any ideas?
Learn how Castle Game Engine and ZenGL managed to do it. They don't use JVM,
but the ARM target of the compiler.
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I’m going to attempt to port a game to Android but I have some questions about
potential problems. Now at least I think building a library and loading using
the JNI would be best but using the JVM could be helpful also (the entire
project couldn’t be compiled though). Not sure which way is best
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