love-android-sdl2 (native, 0.9.2)

A project to port LÖVE to Android handhelds
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slime
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Re: love-android-sdl2 (native, 0.9.0)

Post by slime »

jjmafiae wrote:I do use garbagecollect and I have optimized it alot, but if I go into the application manger on my phone it fixes lag(untill next time I do something CPU intensive) and yes I am using 0.9.1a
What kind of CPU-intensive thing are you doing? Can you make a simple .love that reproduces the issue?
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Re: love-android-sdl2 (native, 0.9.0)

Post by jjmafiae »

well it's CPU intensive compared to the other elements of the game, it's a level randomizer that have alot of code and sadly I can't reshare the .love/code because it's a commercial project, but it doesn't get frame drops on my PC only on my android phone (and as I said it gets fixed when going into the app manger for a while)
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Re: love-android-sdl2 (native, 0.9.0)

Post by Joemag »

Maybe related: I have vsync turned off and the game runs with over 200fps. But when I go to the app manager and back again it only runs with 60fps.
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Re: love-android-sdl2 (native, 0.9.0)

Post by jjmafiae »

weird, it's the exact opposite for me ? :3
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Re: love-android-sdl2 (native, 0.9.0)

Post by Sind »

I haven't been using love-android-sdl2 in a long while, and I just decided too continue working on my game a few moments ago.
So I updated to the latest version(using git pull), and after running ndk-build, compiled and deployed my game to my S3 android 4.3 phone, where running the program gives an "Unfortunately, [program name] has stopped" error.

I do have an outdated version on my phone that uses beta2, and that one works just fine =/

Am I missing something obvious here, or what?
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Re: love-android-sdl2 (native, 0.9.0)

Post by Joemag »

Sind wrote:running the program gives an "Unfortunately, [program name] has stopped" error
Is you app signed? If yes, then this is the problem:

https://bitbucket.org/MartinFelis/love- ... h-on-start

It was fixed but now it is there again. The same fix works.

Just change the line 30 in jni/SDL2-2.0.3/src/main/android/SDL_android_main.c from

Code: Select all

argv[0] = SDL_strdup("SDL_app");
to

Code: Select all

argv[0] = SDL_strdup("app_process");
and then recompile (delete the folders "libs" and "obj" and then run ndk-build)
Sind
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Re: love-android-sdl2 (native, 0.9.0)

Post by Sind »

Joemag wrote:
Sind wrote:running the program gives an "Unfortunately, [program name] has stopped" error
Is you app signed? If yes, then this is the problem:

https://bitbucket.org/MartinFelis/love- ... h-on-start

It was fixed but now it is there again. The same fix works.

Just change the line 30 in jni/SDL2-2.0.3/src/main/android/SDL_android_main.c from

Code: Select all

argv[0] = SDL_strdup("SDL_app");
to

Code: Select all

argv[0] = SDL_strdup("app_process");
and then recompile (delete the folders "libs" and "obj" and then run ndk-build)
This seemed to be it. Thanks a lot ^-^
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Re: love-android-sdl2 (native, 0.9.0)

Post by Positive07 »

Sind wrote:
Joemag wrote:-snip-
-snip-
It was already fixed in the last commit, Thanks for writing down the issue and also for the fix!

NOTE: It was also fixed in the SDL repository
for i, person in ipairs(everybody) do
[tab]if not person.obey then person:setObey(true) end
end
love.system.openURL(github.com/pablomayobre)
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Re: love-android-sdl2 (native, 0.9.0)

Post by Davidobot »

Will lua-socket work on android?
PM me on here or elsewhere if you'd like to discuss porting your game to Nintendo Switch via mazette!
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miko
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Re: love-android-sdl2 (native, 0.9.0)

Post by miko »

Davidobot wrote:Will lua-socket work on android?
Yes. Just look one page back in this thread.
My lovely code lives at GitHub: http://github.com/miko/Love2d-samples
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