love-android-sdl2 (native, 0.9.2)

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

Post by alberto_lara » Mon Jun 30, 2014 7:55 pm

Hello guys, excellent work, from the alphas to an 'a' version of this :')

I jsut have one question, do you know if it's possible to put any kind of ads in the game?

EDIT: something like this: www.pollfish.com/#/monetize would be pretty awesome

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Re: love-android-sdl2 (native, 0.9.0)

Post by ktaragorn » Tue Jul 01, 2014 4:04 am

Hi, Does anyone know if luasocket is supported in this port? I am trying to use it to talk to a server, but while it works on my PC, on my phone the functions appear to turn into no-ops. I notice that luasocket is present in the source code for love as provided by this project, but I am not sure if it is currently getting compiled in and available to use.

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Re: love-android-sdl2 (native, 0.9.0)

Post by miko » Tue Jul 01, 2014 5:24 am

ktaragorn wrote:Hi, Does anyone know if luasocket is supported in this port? I am trying to use it to talk to a server, but while it works on my PC, on my phone the functions appear to turn into no-ops. I notice that luasocket is present in the source code for love as provided by this project, but I am not sure if it is currently getting compiled in and available to use.
The most common mistake is to omit intrernet permissions from the android manifest file. Make sure you have added it before compilation.
My lovely code lives at GitHub: http://github.com/miko/Love2d-samples

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Re: love-android-sdl2 (native, 0.9.0)

Post by fysx » Tue Jul 01, 2014 2:39 pm

LuaSocket is supported and it works fine for me. However I am not using the http module instead I use the TCP sockets directly. The http module however is built on top of the TCP socket so I do not see why it shouldn't work. As others have suggested make sure you give the app sufficient permissions.
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Re: love-android-sdl2 (native, 0.9.0)

Post by fysx » Tue Jul 01, 2014 4:17 pm

Updated the first post with the changelog for latest release (which was published 25-05-14). Also if you are interested in ads have a look at https://bitbucket.org/MartinFelis/love- ... ad-support.

Changelog for 0.9.1a:
- using latest SDL_androidgl.c (fixes some random performance issues)
- using latest love-android @ changeset 8659be0e75a3 (adds support for compressed textures)
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Re: love-android-sdl2 (native, 0.9.0)

Post by jjmafiae » Tue Jul 01, 2014 7:27 pm

I have some wierd lag peaks after doing CPU intensive tasks which continue untill I go into the android task manger for like 5 secs and go back into the game, any idea?

P.S: this problem does not occur on PC at all.

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Re: love-android-sdl2 (native, 0.9.0)

Post by tio » Wed Jul 02, 2014 12:17 pm

jjmafiae wrote:I have some wierd lag peaks after doing CPU intensive tasks which continue untill I go into the android task manger for like 5 secs and go back into the game, any idea?

P.S: this problem does not occur on PC at all.
Happened with me when porting my game to android. About how much CPU time is used in PC version during that peaks?

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Re: love-android-sdl2 (native, 0.9.0)

Post by jjmafiae » Wed Jul 02, 2014 9:42 pm

not alot still alot of code for the game to go through (about 7% of my 4.1 GHz CPU is used and my phone has a 1.9 GHz CPU if im not mistaking)

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Re: love-android-sdl2 (native, 0.9.0)

Post by fysx » Fri Jul 04, 2014 2:37 pm

Are you using the latest 0.9.1a? It fixed some weird lags on some devices.

Mobile CPUs are far less powerful than desktop CPUs so one must not gauge from the desktop performance how well it runs on a mobile device. Comparing the clock rates of desktop and mobile CPUs do not give any clue. Same applies for the graphics hardware.

Also the garbage collection might be something worth looking into.
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Re: love-android-sdl2 (native, 0.9.0)

Post by jjmafiae » Fri Jul 04, 2014 4:00 pm

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

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