Difference between revisions of "Love2d-android"
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We started to port the löve api to android | We started to port the löve api to android | ||
+ | |||
+ | * the goal is to create a launcher to run .love files from sdcard | ||
+ | * and to enable building standalone love games without sdcard | ||
+ | |||
+ | * currently it is still neccessary to unpack the contents of .love files, but we're working on a direct loader | ||
+ | * to build a standalone without need to access sdcard, you might have to install android sdk and add the needed files as resources, or the .love file to be run as resource | ||
+ | ** unless of course someone has an idea how to append a .love file to the launcher app, like it is possible on win/linux, see help wanted section | ||
+ | |||
* currently android 2.2 since that's the device we're testing on (milestone), opengl ES 1.0 (we might upgrade to ES 1.1 to use vertex buffers for better perfomance) | * currently android 2.2 since that's the device we're testing on (milestone), opengl ES 1.0 (we might upgrade to ES 1.1 to use vertex buffers for better perfomance) | ||
* At the moment it is just a prototype to check if it is possible and how much work it would be. | * At the moment it is just a prototype to check if it is possible and how much work it would be. |
Revision as of 11:52, 10 November 2011
about
We started to port the löve api to android
- the goal is to create a launcher to run .love files from sdcard
- and to enable building standalone love games without sdcard
- currently it is still neccessary to unpack the contents of .love files, but we're working on a direct loader
- to build a standalone without need to access sdcard, you might have to install android sdk and add the needed files as resources, or the .love file to be run as resource
- unless of course someone has an idea how to append a .love file to the launcher app, like it is possible on win/linux, see help wanted section
- currently android 2.2 since that's the device we're testing on (milestone), opengl ES 1.0 (we might upgrade to ES 1.1 to use vertex buffers for better perfomance)
- At the moment it is just a prototype to check if it is possible and how much work it would be.
- currently it should also be possible to get it to work with android 2.1, since no specific 2.2 features are used.
links
- github : https://github.com/hagish/love-android
- forum thread : http://love2d.org/forums/viewtopic.php?f=5&t=3879
- early youtube vid http://www.youtube.com/watch?v=tfbTX30My7o&feature=youtu.be
not yet working
- love.audio (up next)
- loading .love files from sd card directly without unpacking (up soon)
- ttf fonts (note: http://developer.android.com/reference/android/renderscript/Font.html)
- a bunch of love.graphics calls isn't implemented yet
- love.physics : box2d (note: http://code.google.com/p/androidbox2d/ )
- love.threads (note: http://developer.android.com/reference/java/lang/Thread.html )
- love.font custom font loaders and rasterizers (lowprio for now)
- love.image custom image decoders and buffers (lowprio for now)
- love.sound custom sound decoders and buffers (lowprio for now)
- love.graphics.printf : word-wrapping currently ignores word boundaries and just wraps characters (lowprio for now)
- love.event (lowprio for now)
WE NEED HELP!
- luaj bug remove-from-table-during-iteration : http://sourceforge.net/tracker/?func=detail&aid=3430986&group_id=197627&atid=962226
- any idea for how to simplify packaging like win/linux appending a .love directly to the end of the executable to create a standalone without sd-card access ?
additional api
- phone specific stuff to be exposed via love.mobile (rather than love.android, since there's a lot of overlap)
- loading from resources embedded into the app/pack rather than from filepath on sdcard
- multi-touch screen
- accelerometer, gravity sensor, gps
- maybe opening browser ?