Android Minetest

For people working on the C++ code.
Michael Eh?
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by Michael Eh? » Fri Jan 11, 2013 03:31

Unfortunely madarexxx, alot of android devices DO NOT have alot of ram. Mine is 512k. Lets not forget that Android also encompasses cellphones.

I did download Minecraft PE demo. One word ... yuck. At least on a tablet. It is not meant to connect to a server ... at least not the demo.

I think those working on android version of MT will have to consider two versions. One for cell phones and one for tablets. Also can you imagine the cell charges trying to be constantly connected to a server? It would have to be WIFI only.

Once again, translating to another platform is NOT easy. Not to mention having to rewrite for a touch interface as oppose to keyboard and mouse. It would like translating for Microsft Surface and Windows 8. That is another ball of wax in itself.
 

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by Jordach » Fri Jan 11, 2013 08:13

Michael Eh? wrote:Unfortunely madarexxx, alot of android devices DO NOT have alot of ram. Mine is 512k. Lets not forget that Android also encompasses cellphones.

I did download Minecraft PE demo. One word ... yuck. At least on a tablet. It is not meant to connect to a server ... at least not the demo.

I think those working on android version of MT will have to consider two versions. One for cell phones and one for tablets. Also can you imagine the cell charges trying to be constantly connected to a server? It would have to be WIFI only.

Once again, translating to another platform is NOT easy. Not to mention having to rewrite for a touch interface as oppose to keyboard and mouse. It would like translating for Microsft Surface and Windows 8. That is another ball of wax in itself.

I will point out that the MCPE works fine on this ipad I am using.

Also, my 2010 Android tablet was cheap anid it had 256mb of ram. But MCPE requires Android 2.3 and not 2.1.

Also, MCPE uses Bluetooth to play the game wirelessly.
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by jojoa1997 » Fri Jan 11, 2013 10:42

Hay i got an android 4.2 aka JELLYBEAN and there is 16 gb of ram. there are still those out there who could play this. also it would bring popularity to the game. imagine is it easier to show a game on a tablet or on a computer.
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by Calinou » Fri Jan 11, 2013 11:08

jojoa1997 wrote:Hay i got an android 4.2 aka JELLYBEAN and there is 16 gb of ram. there are still those out there who could play this. also it would bring popularity to the game. imagine is it easier to show a game on a tablet or on a computer.


You mean storage, not RAM. The biggest RAM on any smartphone/tablet is 2GB as of today (Nexus 4, Galaxy S III...).

1GB (or sometimes 512MB in multiplayer) is the memory requirement for Minetest.
 

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by jojoa1997 » Fri Jan 11, 2013 11:22

Oh id didnt know that. Just checked and the nexus 7 has 1 gb of ram.
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by hdastwb » Fri Jan 11, 2013 22:32

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
Code: Select all
vector<int> ivec;

ivec[2] = j;

int i = ivec[2];
to
Code: Select all
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.
 

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by madarexxx » Thu Jan 17, 2013 14:25

i have MCPE, it runs perfectly in both - server/client modes. So what about minetest port?
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by rarkenin » Fri Jan 18, 2013 00:42

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
Code: Select all
vector<int> ivec;

ivec[2] = j;

int i = ivec[2];
to
Code: Select all
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?
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by hdastwb » Fri Jan 18, 2013 02:45

rarkenin wrote:
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
Code: Select all
vector<int> ivec;

ivec[2] = j;

int i = ivec[2];
to
Code: Select all
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.
 

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by Michael Eh? » Fri Jan 18, 2013 05:12

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.
 

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by jojoa1997 » Sat Jan 19, 2013 15:22

Any news
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by madarexxx » Sat Jan 26, 2013 07:43

any news? does author need tester?
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by jimbo3182 » Sat Feb 02, 2013 12:37

I am making one currently check the Pocket Edition thread under general discussion
 

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by Mito551 » Sat Feb 02, 2013 13:20

jimbo3182 wrote:I am making one currently check the Pocket Edition thread under general discussion


that doesn't look like you're making it.
 

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by rarkenin » Sat Feb 02, 2013 15:44

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.
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by madarexxx » Sat Feb 02, 2013 16:07

NestedVM sounds good, but MIPS binary???most mobile devices have ARM CPU!
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by Calinou » Sat Feb 02, 2013 17:44

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
 

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by rarkenin » Sat Feb 02, 2013 18:31

Calinou wrote:
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.
Last edited by rarkenin on Sat Feb 02, 2013 18:57, edited 1 time in total.
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by sfan5 » Sun Feb 03, 2013 10:02

tinoesroho wrote:iOS runs Obj-C, not C++. Also does not support opengl. -.-

iOS supports OpenGL ES 1.0 (newer devices also support 2.0)
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by sfan5 » Sun Feb 03, 2013 10:03

Michael Eh? wrote: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.

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by nextmissinglink » Wed Feb 13, 2013 12:07

ive got a tablet with 1 gig of ram duelcore chip and quadcore graphics ? it would be great
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by zoot686 » Sun Feb 17, 2013 08:26

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.
 

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by rarkenin » Sun Feb 17, 2013 13:08

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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by Slain » Thu Jul 04, 2013 19:19

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
Code: Select all
vector<int> ivec;

ivec[2] = j;

int i = ivec[2];
to
Code: Select all
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.


ubuntu phone OS with minetest platform = thumbs up
 

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by Dan Duncombe » Thu Jul 04, 2013 21:37

iOS could still be awesome, even in un modded. Quick question though- could multiplayer be done like in mc pocket edition? That is, someone is playing on a world, and someone else on the same network who is playing Minetest can join the first player on their world, by having the first player's world appear in the second player's world list, perhaps in a different colour so they can distinguish if from their own worlds.
Last edited by Dan Duncombe on Thu Jul 04, 2013 21:37, edited 1 time in total.
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