nlove (LOVE2D) for Dingoo & Caanoo Handheld

A port replacing OpenGL and OpenAL with SDL. Now defunct.

Moderator: nLÖVE Team

User avatar
kalle2990
Party member
Posts: 245
Joined: Sat Sep 12, 2009 1:17 pm
Location: Sweden

Re: nlove (LÖVE 0.7.0) beta for Caanoo Handheld

Post by kalle2990 » Thu Dec 02, 2010 4:11 pm

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.

User avatar
TechnoCat
Inner party member
Posts: 1611
Joined: Thu Jul 30, 2009 12:31 am
Location: Denver, CO
Contact:

Re: nlove (LÖVE 0.7.0) beta for Caanoo Handheld

Post by TechnoCat » Thu Dec 02, 2010 4:12 pm

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.

User avatar
kalle2990
Party member
Posts: 245
Joined: Sat Sep 12, 2009 1:17 pm
Location: Sweden

Re: nlove (LÖVE 0.7.0) beta for Caanoo Handheld

Post by kalle2990 » Thu Dec 02, 2010 6:25 pm

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...

User avatar
TechnoCat
Inner party member
Posts: 1611
Joined: Thu Jul 30, 2009 12:31 am
Location: Denver, CO
Contact:

Re: nlove (LÖVE 0.7.0) beta for Caanoo Handheld

Post by TechnoCat » Thu Dec 02, 2010 8:58 pm

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?

User avatar
kalle2990
Party member
Posts: 245
Joined: Sat Sep 12, 2009 1:17 pm
Location: Sweden

Re: nlove (LÖVE 0.7.0) beta for Caanoo Handheld

Post by kalle2990 » Thu Dec 02, 2010 9:13 pm

Yes, and I forgot to mention earlier; it will have support for devices running 1.6 or later..

User avatar
SiENcE
Party member
Posts: 755
Joined: Thu Jul 24, 2008 2:25 pm
Location: Berlin/Germany
Contact:

Re: nlove (LÖVE 0.7.0) beta for Caanoo Handheld

Post by SiENcE » Fri Dec 03, 2010 2:40 pm

Can you share this SDL version with OpenGL ES 1.0 support?

User avatar
kalle2990
Party member
Posts: 245
Joined: Sat Sep 12, 2009 1:17 pm
Location: Sweden

Re: nlove (LÖVE 0.7.0) beta for Caanoo Handheld

Post by kalle2990 » Fri Dec 03, 2010 3:04 pm

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

User avatar
SiENcE
Party member
Posts: 755
Joined: Thu Jul 24, 2008 2:25 pm
Location: Berlin/Germany
Contact:

Re: nlove (LÖVE 0.7.0) beta for Caanoo Handheld

Post by SiENcE » Fri Dec 03, 2010 8:12 pm

Ok. Thanks. I take a look into it.

User avatar
kalle2990
Party member
Posts: 245
Joined: Sat Sep 12, 2009 1:17 pm
Location: Sweden

Re: nlove (LÖVE 0.7.0) beta for Caanoo Handheld

Post by kalle2990 » Mon Dec 06, 2010 10:52 pm

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 ^^

User avatar
Jasoco
Inner party member
Posts: 3620
Joined: Mon Jun 22, 2009 9:35 am
Location: Pennsylvania, USA
Contact:

Re: nlove (LÖVE 0.7.0) beta for Caanoo Handheld

Post by Jasoco » Tue Dec 07, 2010 10:33 am

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)

Locked

Who is online

Users browsing this forum: No registered users and 3 guests