Android Minetest
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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 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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I will point out that the MCPE works fine on this ipad I am using.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.
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.
- Calinou
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You mean storage, not RAM. The biggest RAM on any smartphone/tablet is 2GB as of today (Nexus 4, Galaxy S III...).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.
1GB (or sometimes 512MB in multiplayer) is the memory requirement for Minetest.
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And it looks like they've got it Ubuntu for phones too now!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++.
http://www.ubuntu.com/devices/phone
I think Minetest should definitely be looking at this as a future platform.
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 (comparetinoesroho wrote:iOS runs Obj-C, not C++. Also does not support opengl. -.-
Code: Select all
vector<int> ivec;
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ivec[2] = j;
…
int i = ivec[2];
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NSMutableArray *ivec = [[NSMutableArray alloc] init];
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[ivec replaceObjectAtIndex:2 withObject:[NSNumber numberWithInt:j]];
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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?hdastwb wrote:And it looks like they've got it Ubuntu for phones too now!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++.
http://www.ubuntu.com/devices/phone
I think Minetest should definitely be looking at this as a future platform.
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 (comparetinoesroho wrote:iOS runs Obj-C, not C++. Also does not support opengl. -.-toCode: Select all
vector<int> ivec; … ivec[2] = j; … int i = ivec[2];
).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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This is a signature virus. Add me to your signature so that I can multiply.
Now working on my own clone, Mosstest.
I guess I'm back for some time.
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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.rarkenin wrote:What about downloading Javascript bindings to Lua? Or perhars(although this sill be SO slow), make a Javascript-in-Lua system?hdastwb wrote:And it looks like they've got it Ubuntu for phones too now!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++.
http://www.ubuntu.com/devices/phone
I think Minetest should definitely be looking at this as a future platform.
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 (comparetinoesroho wrote:iOS runs Obj-C, not C++. Also does not support opengl. -.-toCode: Select all
vector<int> ivec; … ivec[2] = j; … int i = ivec[2];
).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.
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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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.
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.
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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Now working on my own clone, Mosstest.
I guess I'm back for some time.
It seems odd, but the JVM converter wants MIPS binaries in almost any case.Calinou wrote:...aand some of them even have x86 CPUs, just like computers.madarexxx wrote:NestedVM sounds good, but MIPS binary???most mobile devices have ARM CPU!
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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This is a signature virus. Add me to your signature so that I can multiply.
Now working on my own clone, Mosstest.
I guess I'm back for some time.
This is a signature virus. Add me to your signature so that I can multiply.
Now working on my own clone, Mosstest.
I guess I'm back for some time.
- nextmissinglink
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ive got a tablet with 1 gig of ram duelcore chip and quadcore graphics ? it would be great
IF in doubt hit it with a hammer
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do not abuse me i am 11 and i like hitting things with a hammer that may include you
this is ment to be secret http://forum.minetest.net/viewtopic.php ... 467#p86467
This is a signature virus. Add me to your signature so that I can multiply id10t ERROR
do not abuse me i am 11 and i like hitting things with a hammer that may include you
this is ment to be secret http://forum.minetest.net/viewtopic.php ... 467#p86467
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?
Admin pro tempore on 0gb.us:30000. Ask me if you have a problem, or just want help.
This is a signature virus. Add me to your signature so that I can multiply.
Now working on my own clone, Mosstest.
I guess I'm back for some time.
This is a signature virus. Add me to your signature so that I can multiply.
Now working on my own clone, Mosstest.
I guess I'm back for some time.
ubuntu phone OS with minetest platform = thumbs uphdastwb wrote:And it looks like they've got it Ubuntu for phones too now!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++.
http://www.ubuntu.com/devices/phone
I think Minetest should definitely be looking at this as a future platform.
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 (comparetinoesroho wrote:iOS runs Obj-C, not C++. Also does not support opengl. -.-toCode: Select all
vector<int> ivec; … ivec[2] = j; … int i = ivec[2];
).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.
- Dan Duncombe
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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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