I was wondering what would be the best way to use google play services? Lets say for example I would want to use multiplayer games from google play store, would it even be possible? I suppose I would need to somehow make some call throughs from java to lua, would this be hard to do, assuming I ever even get the java side working for using achievements or whatever I desire to use from the google play api?
I have been thinking about using this, but I am still not sure how easy it would be to implement multiplayer, not to mention how easy the api is to work with: https://developers.google.com/games/ser ... ultiplayer
love-android-sdl2 (native, 0.9.2)
- Positive07
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Re: love-android-sdl2 (native, 0.9.0)
If I was in your place I would use the C++ backend of google play services, it's the same but in C++ and you can make it compile with the NDK. From there it should be pretty straight forward and you could even compile LÖVE AND LÖVE for Android with it... Just saying
for i, person in ipairs(everybody) do
[tab]if not person.obey then person:setObey(true) end
end
love.system.openURL(github.com/pablomayobre)
[tab]if not person.obey then person:setObey(true) end
end
love.system.openURL(github.com/pablomayobre)
Re: love-android-sdl2 (native, 0.9.0)
Try to runMermersk wrote: But what is love.o ? And how can this be fixed? What is armeabi? Remember installing it when I was selecting Android SDK plugins or something.
Code: Select all
ndk-build clean
Code: Select all
ndk-build
This allows you remove old binary files.
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- Ranguna259
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Re: love-android-sdl2 (native, 0.9.0)
I'm trying to code shaders but it doesn't work, love crashes whenever I try to load code with for loops:
I've tried:
But it keeps on crashing.
Try it out with this bloom shader:
Code: Select all
C5013: profile does not support "for" stantements and "for" could not be unrolled.
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#pragma target 3.0
Try it out with this bloom shader:
Code: Select all
#pragma target 3.0
extern vec2 size;
extern float samples;// = 5.0; // pixels per axis; higher = bigger glow, worse performance
extern float quality;// = 2.5; // lower = smaller glow, better quality
vec4 effect(vec4 colour, Image tex, vec2 tc, vec2 sc)
{
vec4 source = Texel(tex, tc);
vec4 sum = vec4(0.0);
float diff = (samples - 1.0) / 2.0;
vec2 sizeFactor = vec2(1.0) / size * quality;
for (float x = -diff; x <= diff; x++)
{
for (float y = -diff; y <= diff; y++)
{
vec2 offset = vec2(x, y) * sizeFactor;
sum += Texel(tex, tc + offset);
}
}
return ((sum / (samples * samples)) + source) * colour;
}
Re: love-android-sdl2 (native, 0.9.0)
for loops must have a constant number of iterations on OpenGL ES on mobile. You unfortunately define the lengths using a uniform . See also http://stackoverflow.com/questions/1892 ... form-varia
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- Ranguna259
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Re: love-android-sdl2 (native, 0.9.0)
How do I get the DPI type: ldpi, mdpi, hdpi...?
- slime
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Re: love-android-sdl2 (native, 0.9.0)
love.window.getPixelScale (or use [wiki]love.window.fromPixels[/wiki] and [wiki]love.window.toPixels[/wiki] to convert between pixels and Android's concept of density-independent pixels, i.e. use the dpi scale.)
- Ranguna259
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Re: love-android-sdl2 (native, 0.9.0)
Thanks, I've searched I bit more for dpi scale factor and found how to convert the scale factor to qualifiers, link.
Re: love-android-sdl2 (native, 0.9.0)
I've been wondering: why does setTextInput's keyboard translate the game's graphics upward? Is this just me, or does it happen to everyone else?
- slime
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Re: love-android-sdl2 (native, 0.9.0)
setTextInput adjusts the game's window in order to display the on-screen keyboard while keeping the text that's written on-screen as well.
You can inform the system about where your text will display by using the optional x,y,w,h parameters of setTextInput (available in the Android and iOS versions of LÖVE.) They should be set to the location and size of where your text will be showing up on-screen.
You can inform the system about where your text will display by using the optional x,y,w,h parameters of setTextInput (available in the Android and iOS versions of LÖVE.) They should be set to the location and size of where your text will be showing up on-screen.
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