Page 7 of 10

Re: nlove (LÖVE 0.7.0) beta for Caanoo Handheld

Posted: Thu Dec 02, 2010 4:11 pm
by kalle2990
Yes, OpenGL ES 1.

I'm using a port of SDL here which I find perfect for this case and it's implementing some of the OpenGL ES functions.

Re: nlove (LÖVE 0.7.0) beta for Caanoo Handheld

Posted: Thu Dec 02, 2010 4:12 pm
by TechnoCat
Kalle, out of curiosity, which Android device are you targeting? 2.2? 800 x 480? No physical keyboard? Galaxy S?
Yes, I just described my phone in hopes he agrees.

Re: nlove (LÖVE 0.7.0) beta for Caanoo Handheld

Posted: Thu Dec 02, 2010 6:25 pm
by kalle2990
TechnoCat wrote:Kalle, out of curiosity, which Android device are you targeting? 2.2? 800 x 480? No physical keyboard? Galaxy S?
I'm targeting them all (most probably), as Android supports that. The ndk can build for 2 proccessors too, which the second is the one found at Nexus one. That compiled code will run faster on devices with that proccessor. ^^
I might build a package using OpenGL ES 2 for the devices that supports it. However, I'm using a HTC Hero 2.1 320x480 which doesn't...

Re: nlove (LÖVE 0.7.0) beta for Caanoo Handheld

Posted: Thu Dec 02, 2010 8:58 pm
by TechnoCat
kalle2990 wrote:
TechnoCat wrote:Kalle, out of curiosity, which Android device are you targeting? 2.2? 800 x 480? No physical keyboard? Galaxy S?
I'm targeting them all (most probably), as Android supports that. The ndk can build for 2 proccessors too, which the second is the one found at Nexus one. That compiled code will run faster on devices with that proccessor. ^^
I might build a package using OpenGL ES 2 for the devices that supports it. However, I'm using a HTC Hero 2.1 320x480 which doesn't...
This means it is up to the game developer to make sure the game is resolution and keyboard independent?

Re: nlove (LÖVE 0.7.0) beta for Caanoo Handheld

Posted: Thu Dec 02, 2010 9:13 pm
by kalle2990
Yes, and I forgot to mention earlier; it will have support for devices running 1.6 or later..

Re: nlove (LÖVE 0.7.0) beta for Caanoo Handheld

Posted: Fri Dec 03, 2010 2:40 pm
by SiENcE
Can you share this SDL version with OpenGL ES 1.0 support?

Re: nlove (LÖVE 0.7.0) beta for Caanoo Handheld

Posted: Fri Dec 03, 2010 3:04 pm
by kalle2990
It's an SDL port for Android which uses it tho, but you can find it here
http://www.anddev.org/sdl_port_for_andr ... t9218.html

The source page includes the whole android project, altho my extra libraries that I use (Lua, PhysFS, SDL_Gfx) aren't there. For a stable version, one should download 'last-working-1.6'.
https://github.com/pelya/commandergenius

Re: nlove (LÖVE 0.7.0) beta for Caanoo Handheld

Posted: Fri Dec 03, 2010 8:12 pm
by SiENcE
Ok. Thanks. I take a look into it.

Re: nlove (LÖVE 0.7.0) beta for Caanoo Handheld

Posted: Mon Dec 06, 2010 10:52 pm
by kalle2990
I got the app up and running on an Android emulator/device now! :ultrahappy:
As far as I can see, the no game screen is a little laggy. This has to do with the app scaling the .love down from 800 pixels to 320 and all the stars rotating. However I couldn't see all the green 'lovers' rotating as they were too small. It ran on about 9-10 FPS on my HTC Hero, I'm presuming that it will run atleast twice faster on a phone with Android 2.2 or/and a 1 Ghz proccessor. Pictures will be posted after several small improvments has been made ^^

Re: nlove (LÖVE 0.7.0) beta for Caanoo Handheld

Posted: Tue Dec 07, 2010 10:33 am
by Jasoco
kalle2990 wrote:I got the app up and running on an Android emulator/device now! :ultrahappy:
As far as I can see, the no game screen is a little laggy. This has to do with the app scaling the .love down from 800 pixels to 320 and all the stars rotating. However I couldn't see all the green 'lovers' rotating as they were too small. It ran on about 9-10 FPS on my HTC Hero, I'm presuming that it will run atleast twice faster on a phone with Android 2.2 or/and a 1 Ghz proccessor. Pictures will be posted after several small improvments has been made ^^
How does it run if you make a Löve project that uses the exact resolution of the screen? (No scaling)