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2012-04-21
, 11:16
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Posts: 2,076 |
Thanked: 3,268 times |
Joined on Feb 2011
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#41
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2012-04-21
, 11:46
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Posts: 805 |
Thanked: 1,605 times |
Joined on Feb 2010
@ Gdynia, Poland
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#42
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Does not compute, all my 'work' is done on device during abovementioned commute (with 4.6 gcc/++ thanks to Aapo). Still believe it is easier/faster to have the resulting binary ready to run once it compiles (sure for rewrites of large parts of the code desktop is nice I guess)
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2012-04-21
, 13:04
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Posts: 839 |
Thanked: 3,386 times |
Joined on Mar 2009
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#43
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There is however, in Extras testing, a version which supports more formats ( http://maemo.org/packages/package_in...5+0m5+ogg+mp3/ ), and it didn't uninstall any metapackages or anything on my phone with CSSU stable (someone reported it uninstalls maemo-fremantle-pr or however is this metapackage named) - is it just case of phones with Nokia's PR's?
You changed default rendering engine to SDL anyway? Ok, the OpenGL can be turned on by using "-g" command line option anyway - I hope you didn't change that
Android Lincity required quite heavy rewrite I guess, as it's different language and must use different libraries...
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2012-04-21
, 13:16
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Posts: 805 |
Thanked: 1,605 times |
Joined on Feb 2010
@ Gdynia, Poland
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#44
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CSSU users doesn't need to worry maemo-fremantle-pr, it is already uninstalled (without dramatic side-effects). There are one difference between 1.2.6-5+0m5+ogg+mp3 and 1.2.6-5+0m5+ogg+mp3-2: first one is using 'broken' libmikmod (it is for playing s3m/mod -audio). Broken means it makes zero length file to the directory where binary is, which means that directory must be user-writeable (which is not good, but can be handled if needed).
I do not know what is currently wrong with dependencies of lincity, I will check it before next release.
I chose SDL to default, because it is more tested (at least by me).
Android can use c/c++, only start-wrapper must be java. And it must compile every library statically: check this https://github.com/kobr4/Lincity4dro...master/jni/src looks familiar?
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2012-05-02
, 17:35
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Posts: 5,028 |
Thanked: 8,613 times |
Joined on Mar 2011
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#45
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2012-05-03
, 06:31
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Posts: 839 |
Thanked: 3,386 times |
Joined on Mar 2009
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#46
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2012-05-03
, 14:52
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Posts: 805 |
Thanked: 1,605 times |
Joined on Feb 2010
@ Gdynia, Poland
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#47
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SDL is default, you can enable GLES with a) options, b) commandline parameter, or c) via configure file. I'm interested in to hear some reproducible statistics about CPU/mem/battery when GLES is used.
(Packaging) Game and data are not separated (yet) because datafiles are also changing from version to version (so both will be downloaded anyway).
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2012-05-03
, 15:32
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Posts: 2,355 |
Thanked: 5,249 times |
Joined on Jan 2009
@ Barcelona
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#48
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I think that changing from bazillions of textures to 1 big texture containing all images will speed thinks up, I will test it in a few days.
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2012-05-03
, 18:24
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Posts: 839 |
Thanked: 3,386 times |
Joined on Mar 2009
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#49
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Could you write something more about datafiles changes since last version?
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2012-05-03
, 19:07
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Posts: 5,028 |
Thanked: 8,613 times |
Joined on Mar 2011
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#50
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