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2012-04-21
, 11:16
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Posts: 2,076 |
Thanked: 3,267 times |
Joined on Feb 2011
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#41
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2012-04-21
, 11:46
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Posts: 803 |
Thanked: 1,594 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)
I just prefer to make changes on my powerful desktop PC and check resulting binary anyway (if you take now the sources of lincity-ng for maemo - either Aapo's clean sdl version or my versinon and change only SDL_gles related stuff to SDL_opengl - it will compile and run fine on 64bit ubuntu virtual machine), for me it just speeds up development... in the final steps (when i'm compiling in scratchbox), i'm also checking every compilation on device, like in this case. I was trying to implement frame limit in opengl, but it looks like it is coded somewhere anyway (out of PainterSDL/PainterGL/PainterGLES classes), so it only made rendering more laggy look. But putting SDL_Delay(100) after each call to SDL_GLES_SwapBuffers() made my cpu usage go down to 25%
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2012-04-21
, 13:04
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Posts: 833 |
Thanked: 3,371 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: 803 |
Thanked: 1,594 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: 8,614 times |
Joined on Mar 2011
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#45
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2012-05-03
, 06:31
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Posts: 833 |
Thanked: 3,371 times |
Joined on Mar 2009
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#46
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2012-05-03
, 14:52
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Posts: 803 |
Thanked: 1,594 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: 2,351 |
Thanked: 5,243 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: 833 |
Thanked: 3,371 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: 8,614 times |
Joined on Mar 2011
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#50
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