So in order to have a really playable game a fair amount of work on assets would be required.
deve {l Wrote}:I successfully run STK on Android using these instructions:
http://supertuxkart.sourceforge.net/Use ... tu/Android
I only needed to make two changes in Android.mk file:
- add "-frtti -fexceptions" compiler flags
- modify -DSUPERTUXKART_DATADIR definition
I have 15 fps and it is quite playable (well, controller could be more comfortable...)
It's not full-featured STK, but I think that it is good start.
deve {l Wrote}:@Menasheh
GLES 3.0 is supported on Android 4.3 and higher, so in theory "egl" branch should work (if you have it in your local repository, because it has been removed upstream).
You need to create whole build environment with a lot of dependencies (openal, curl, etc...) and probably add in code a lot of '#ifdef ANDROID' to for example support file manager functions, to support steering and many more. Ideally also add multitouch support to Irrlicht (you can look how it has been done in SDL2). Generally it is A LOT of work
If you want to make old-gen Supertuxkart fully working on Android (irrlicht-based version 0.8.1 and older), here are some instructions:
http://supertuxkart.sourceforge.net/Use ... tu/Android
It works quite good. The only thing is to make proper multitouch steering and maybe enable sounds. Other things are less important.
rondnelson99 {l Wrote}:I have an odroid c2 (similar to raspberry pi) and I play stk on it using this: it says it converts stk's opengl calls into opengl es. I know nothing about this, but It appears that some of the work has already been done for a completely different reason. Odroids do not support opengl only opengl es. http://forum.odroid.com/viewtopic.php?f=91&t=5938
adb logcat | grep "SuperTux\|Irrlicht\|DEBUG"
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