Well, I'm dissecting the network code and making it into a PHP library, perhaps a webapp or something could be written, and possibly use my library as a backend?
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Minetest Forums → Unofficial engine development → Android Minetest → Post new reply
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Well, I'm dissecting the network code and making it into a PHP library, perhaps a webapp or something could be written, and possibly use my library as a backend?
I've had my eye on a 10" netbook running android 4.0 with a 1.5Ghz ARM11 chip and a gig of ram, along with openGL support.
ive got a tablet with 1 gig of ram duelcore chip and quadcore graphics ? it would be great
As for iOS, I doubt if any of us have $700US to be listed as a developer on Apple App store. Even if it is free. Then Apple can pull the app for whatever reason with no recourse.
iOS Developer Membership costs 99$ / year
iOS runs Obj-C, not C++. Also does not support opengl. -.-
iOS supports OpenGL ES 1.0 (newer devices also support 2.0)
madarexxx wrote:NestedVM sounds good, but MIPS binary???most mobile devices have ARM CPU!
...aand some of them even have x86 CPUs, just like computers. :P
It seems odd, but the JVM converter wants MIPS binaries in almost any case.
NestedVM provides binary translation for Java Bytecode. This is done by having GCC compile to a MIPS binary which is then translated to a Java class file. Hence any application written in C, C++, Fortran, or any other language supported by GCC can be run in 100% pure Java with no source changes.
NestedVM sounds good, but MIPS binary???most mobile devices have ARM CPU!
...aand some of them even have x86 CPUs, just like computers. :P
NestedVM sounds good, but MIPS binary???most mobile devices have ARM CPU!
Has anyone thought about NestedVM? It can be used to compile Minetest in GCC to a MIPS binary, then sticking that into a JVM-compatible CLASS file that can be used with Java.
I am making one currently check the Pocket Edition thread under general discussion
that doesn't look like you're making it.
I am making one currently check the Pocket Edition thread under general discussion
any news? does author need tester?
Any news
I still would go for just getting the engine working before LUA. Bring the android version up and working to 0.3.1 standard then add LUA scripting. Trying to get too many features working is foolish in trying to debug. Minecraft PE was pretty stripped down version. We properly going to have to compromise some features due to memory restraints in RAM. Even my netbook with 2Gigs of ram doesn't really run Mintest right.
As for iOS, I doubt if any of us have $700US to be listed as a developer on Apple App store. Even if it is free. Then Apple can pull the app for whatever reason with no recourse.
hdastwb wrote:Jordach wrote:Like you, I know a little Java, however, since Canonical is releasing their own tablet, the Ubuntu tablet, we could use that instead, since it would naturally support C++.
And it looks like they've got it Ubuntu for phones too now!
http://www.ubuntu.com/devices/phone
I think Minetest should definitely be looking at this as a future platform.tinoesroho wrote:iOS runs Obj-C, not C++. Also does not support opengl. -.-
Actually, my iOS language of choice is Objective-C++; all that one has to do to use it is to change the file extension from .m to .mm and modify a couple semi-obscure compiler options to get object instantiation to work correctly. Objective-C++ pretty much just comes from bolting Objective-C onto C++ rather than C and thus it is probably the most frankensteinian computer language in existence, but it is a lot of fun to code with three standard libraries, three string types, two object models, and two ways of using anonymous functions. The UI interface is still entirely in Objective-C (which isn't too bad), though one can mostly avoid using the Objective-C collections (compare
vector<int> ivec; … ivec[2] = j; … int i = ivec[2];to
NSMutableArray *ivec = [[NSMutableArray alloc] init]; … [ivec replaceObjectAtIndex:2 withObject:[NSNumber numberWithInt:j]]; … int i = [[ivec objectAtIndex:2] intValue];).
iOS doesn't support "full" OpenGL, but it does have bindings for OpenGL ES and I think I saw something about an Irrlicht port for it.
That said, though, I believe that the iOS terms forbid downloading code (besides JavaScript in web pages) in one's apps, so I'm afraid iOS Minetest wouldn't have any mods. It would probably have to be either singleplayer-only or only available for jailbroken devices.
What about downloading Javascript bindings to Lua? Or perhars(although this sill be SO slow), make a Javascript-in-Lua system?
I may have misspoken there; I forgot that we don't have client-side mods yet, so there isn't any lua traversing the pipe. If someone wanted to install mods to the phone they would probably have to load them on with iTunes.
If we wanted to use JavaScript for client-side scripts we'd have to run all of the code in the iOS web browser which isn't known for its speed. However, as noted, we don't have client-side mods and therefore the limitation on scripting is a non-issue.
Should a server-client widget deployment system emerge to allow for mods to install custom UI to clients, the code would likely have to be downloaded and the iPhone build would be more or less sunk. Though I personally have been thinking a bit on how that should be implemented, I'm not sure if that is the official direction in which the game is moving in regards to UI or even if that's even much of a big issue for most people.
Anyway, so if we were to develop an iOS version there is actually a possibility that it might make it through the app store. And there's also a possibility that they'll see MCPE and not think that out app would have anything to add to their store besides decreasing its revenue.
Minetest Forums → Unofficial engine development → Android Minetest → Post new reply
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