Android Minetest

hdastwb
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by hdastwb » Fri Jan 11, 2013 22:32

Jordach wrote:Like you, I know a little Java, however, since Canonical is releasing their own tablet, the Ubuntu tablet, we could use that instead, since it would naturally support C++.


And it looks like they've got it Ubuntu for phones too now!
http://www.ubuntu.com/devices/phone
I think Minetest should definitely be looking at this as a future platform.

tinoesroho wrote:iOS runs Obj-C, not C++. Also does not support opengl. -.-


Actually, my iOS language of choice is Objective-C++; all that one has to do to use it is to change the file extension from .m to .mm and modify a couple semi-obscure compiler options to get object instantiation to work correctly. Objective-C++ pretty much just comes from bolting Objective-C onto C++ rather than C and thus it is probably the most frankensteinian computer language in existence, but it is a lot of fun to code with three standard libraries, three string types, two object models, and two ways of using anonymous functions. The UI interface is still entirely in Objective-C (which isn't too bad), though one can mostly avoid using the Objective-C collections (compare
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
vector<int> ivec;

ivec[2] = j;

int i = ivec[2];
to
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
NSMutableArray *ivec = [[NSMutableArray alloc] init];

[ivec replaceObjectAtIndex:2 withObject:[NSNumber numberWithInt:j]];

int i = [[ivec objectAtIndex:2] intValue];
).

iOS doesn't support "full" OpenGL, but it does have bindings for OpenGL ES and I think I saw something about an Irrlicht port for it.

That said, though, I believe that the iOS terms forbid downloading code (besides JavaScript in web pages) in one's apps, so I'm afraid iOS Minetest wouldn't have any mods. It would probably have to be either singleplayer-only or only available for jailbroken devices.
 

madarexxx
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by madarexxx » Thu Jan 17, 2013 14:25

i have MCPE, it runs perfectly in both - server/client modes. So what about minetest port?
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by rarkenin » Fri Jan 18, 2013 00:42

hdastwb wrote:
Jordach wrote:Like you, I know a little Java, however, since Canonical is releasing their own tablet, the Ubuntu tablet, we could use that instead, since it would naturally support C++.


And it looks like they've got it Ubuntu for phones too now!
http://www.ubuntu.com/devices/phone
I think Minetest should definitely be looking at this as a future platform.

tinoesroho wrote:iOS runs Obj-C, not C++. Also does not support opengl. -.-


Actually, my iOS language of choice is Objective-C++; all that one has to do to use it is to change the file extension from .m to .mm and modify a couple semi-obscure compiler options to get object instantiation to work correctly. Objective-C++ pretty much just comes from bolting Objective-C onto C++ rather than C and thus it is probably the most frankensteinian computer language in existence, but it is a lot of fun to code with three standard libraries, three string types, two object models, and two ways of using anonymous functions. The UI interface is still entirely in Objective-C (which isn't too bad), though one can mostly avoid using the Objective-C collections (compare
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
vector<int> ivec;

ivec[2] = j;

int i = ivec[2];
to
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
NSMutableArray *ivec = [[NSMutableArray alloc] init];

[ivec replaceObjectAtIndex:2 withObject:[NSNumber numberWithInt:j]];

int i = [[ivec objectAtIndex:2] intValue];
).

iOS doesn't support "full" OpenGL, but it does have bindings for OpenGL ES and I think I saw something about an Irrlicht port for it.

That said, though, I believe that the iOS terms forbid downloading code (besides JavaScript in web pages) in one's apps, so I'm afraid iOS Minetest wouldn't have any mods. It would probably have to be either singleplayer-only or only available for jailbroken devices.


What about downloading Javascript bindings to Lua? Or perhars(although this sill be SO slow), make a Javascript-in-Lua system?
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I guess I'm back for some time.
 

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by hdastwb » Fri Jan 18, 2013 02:45

rarkenin wrote:
hdastwb wrote:
Jordach wrote:Like you, I know a little Java, however, since Canonical is releasing their own tablet, the Ubuntu tablet, we could use that instead, since it would naturally support C++.


And it looks like they've got it Ubuntu for phones too now!
http://www.ubuntu.com/devices/phone
I think Minetest should definitely be looking at this as a future platform.

tinoesroho wrote:iOS runs Obj-C, not C++. Also does not support opengl. -.-


Actually, my iOS language of choice is Objective-C++; all that one has to do to use it is to change the file extension from .m to .mm and modify a couple semi-obscure compiler options to get object instantiation to work correctly. Objective-C++ pretty much just comes from bolting Objective-C onto C++ rather than C and thus it is probably the most frankensteinian computer language in existence, but it is a lot of fun to code with three standard libraries, three string types, two object models, and two ways of using anonymous functions. The UI interface is still entirely in Objective-C (which isn't too bad), though one can mostly avoid using the Objective-C collections (compare
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
vector<int> ivec;

ivec[2] = j;

int i = ivec[2];
to
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
NSMutableArray *ivec = [[NSMutableArray alloc] init];

[ivec replaceObjectAtIndex:2 withObject:[NSNumber numberWithInt:j]];

int i = [[ivec objectAtIndex:2] intValue];
).

iOS doesn't support "full" OpenGL, but it does have bindings for OpenGL ES and I think I saw something about an Irrlicht port for it.

That said, though, I believe that the iOS terms forbid downloading code (besides JavaScript in web pages) in one's apps, so I'm afraid iOS Minetest wouldn't have any mods. It would probably have to be either singleplayer-only or only available for jailbroken devices.


What about downloading Javascript bindings to Lua? Or perhars(although this sill be SO slow), make a Javascript-in-Lua system?


I may have misspoken there; I forgot that we don't have client-side mods yet, so there isn't any lua traversing the pipe. If someone wanted to install mods to the phone they would probably have to load them on with iTunes.

If we wanted to use JavaScript for client-side scripts we'd have to run all of the code in the iOS web browser which isn't known for its speed. However, as noted, we don't have client-side mods and therefore the limitation on scripting is a non-issue.

Should a server-client widget deployment system emerge to allow for mods to install custom UI to clients, the code would likely have to be downloaded and the iPhone build would be more or less sunk. Though I personally have been thinking a bit on how that should be implemented, I'm not sure if that is the official direction in which the game is moving in regards to UI or even if that's even much of a big issue for most people.

Anyway, so if we were to develop an iOS version there is actually a possibility that it might make it through the app store. And there's also a possibility that they'll see MCPE and not think that out app would have anything to add to their store besides decreasing its revenue.
 

Michael Eh?
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by Michael Eh? » Fri Jan 18, 2013 05:12

I still would go for just getting the engine working before LUA. Bring the android version up and working to 0.3.1 standard then add LUA scripting. Trying to get too many features working is foolish in trying to debug. Minecraft PE was pretty stripped down version. We properly going to have to compromise some features due to memory restraints in RAM. Even my netbook with 2Gigs of ram doesn't really run Mintest right.

As for iOS, I doubt if any of us have $700US to be listed as a developer on Apple App store. Even if it is free. Then Apple can pull the app for whatever reason with no recourse.
 

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by jojoa1997 » Sat Jan 19, 2013 15:22

Any news
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madarexxx
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by madarexxx » Sat Jan 26, 2013 07:43

any news? does author need tester?
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by jimbo3182 » Sat Feb 02, 2013 12:37

I am making one currently check the Pocket Edition thread under general discussion
 

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by Mito551 » Sat Feb 02, 2013 13:20

jimbo3182 wrote:I am making one currently check the Pocket Edition thread under general discussion


that doesn't look like you're making it.
 

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by rarkenin » Sat Feb 02, 2013 15:44

Has anyone thought about NestedVM? It can be used to compile Minetest in GCC to a MIPS binary, then sticking that into a JVM-compatible CLASS file that can be used with Java.
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by madarexxx » Sat Feb 02, 2013 16:07

NestedVM sounds good, but MIPS binary???most mobile devices have ARM CPU!
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by Calinou » Sat Feb 02, 2013 17:44

madarexxx wrote:NestedVM sounds good, but MIPS binary???most mobile devices have ARM CPU!


...aand some of them even have x86 CPUs, just like computers. :P
 

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by rarkenin » Sat Feb 02, 2013 18:31

Calinou wrote:
madarexxx wrote:NestedVM sounds good, but MIPS binary???most mobile devices have ARM CPU!


...aand some of them even have x86 CPUs, just like computers. :P


It seems odd, but the JVM converter wants MIPS binaries in almost any case.

NestedVM provides binary translation for Java Bytecode. This is done by having GCC compile to a MIPS binary which is then translated to a Java class file. Hence any application written in C, C++, Fortran, or any other language supported by GCC can be run in 100% pure Java with no source changes.
Last edited by rarkenin on Sat Feb 02, 2013 18:57, edited 1 time in total.
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by sfan5 » Sun Feb 03, 2013 10:02

tinoesroho wrote:iOS runs Obj-C, not C++. Also does not support opengl. -.-

iOS supports OpenGL ES 1.0 (newer devices also support 2.0)
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by sfan5 » Sun Feb 03, 2013 10:03

Michael Eh? wrote:As for iOS, I doubt if any of us have $700US to be listed as a developer on Apple App store. Even if it is free. Then Apple can pull the app for whatever reason with no recourse.

iOS Developer Membership costs 99$ / year
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by nextmissinglink » Wed Feb 13, 2013 12:07

ive got a tablet with 1 gig of ram duelcore chip and quadcore graphics ? it would be great
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by zoot686 » Sun Feb 17, 2013 08:26

I've had my eye on a 10" netbook running android 4.0 with a 1.5Ghz ARM11 chip and a gig of ram, along with openGL support.
 

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by rarkenin » Sun Feb 17, 2013 13:08

Well, I'm dissecting the network code and making it into a PHP library, perhaps a webapp or something could be written, and possibly use my library as a backend?
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This is a signature virus. Add me to your signature so that I can multiply.
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by Slain » Thu Jul 04, 2013 19:19

hdastwb wrote:
Jordach wrote:Like you, I know a little Java, however, since Canonical is releasing their own tablet, the Ubuntu tablet, we could use that instead, since it would naturally support C++.


And it looks like they've got it Ubuntu for phones too now!
http://www.ubuntu.com/devices/phone
I think Minetest should definitely be looking at this as a future platform.

tinoesroho wrote:iOS runs Obj-C, not C++. Also does not support opengl. -.-


Actually, my iOS language of choice is Objective-C++; all that one has to do to use it is to change the file extension from .m to .mm and modify a couple semi-obscure compiler options to get object instantiation to work correctly. Objective-C++ pretty much just comes from bolting Objective-C onto C++ rather than C and thus it is probably the most frankensteinian computer language in existence, but it is a lot of fun to code with three standard libraries, three string types, two object models, and two ways of using anonymous functions. The UI interface is still entirely in Objective-C (which isn't too bad), though one can mostly avoid using the Objective-C collections (compare
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
vector<int> ivec;

ivec[2] = j;

int i = ivec[2];
to
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
NSMutableArray *ivec = [[NSMutableArray alloc] init];

[ivec replaceObjectAtIndex:2 withObject:[NSNumber numberWithInt:j]];

int i = [[ivec objectAtIndex:2] intValue];
).

iOS doesn't support "full" OpenGL, but it does have bindings for OpenGL ES and I think I saw something about an Irrlicht port for it.

That said, though, I believe that the iOS terms forbid downloading code (besides JavaScript in web pages) in one's apps, so I'm afraid iOS Minetest wouldn't have any mods. It would probably have to be either singleplayer-only or only available for jailbroken devices.


ubuntu phone OS with minetest platform = thumbs up
 

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Dan Duncombe
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by Dan Duncombe » Thu Jul 04, 2013 21:37

iOS could still be awesome, even in un modded. Quick question though- could multiplayer be done like in mc pocket edition? That is, someone is playing on a world, and someone else on the same network who is playing Minetest can join the first player on their world, by having the first player's world appear in the second player's world list, perhaps in a different colour so they can distinguish if from their own worlds.
Last edited by Dan Duncombe on Thu Jul 04, 2013 21:37, edited 1 time in total.
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by doyousketch2 » Fri Jul 12, 2013 08:33

I flashed my ViewSonic G-tablet with a tweaked out ROM.
FrankenTAB, they call it.

It's running quite a bit better than it was.
Discovered there's a Lil' Debi app

that will compile Debian from source
to run on your android device.

Got that building the "Testing" version at the moment.
Think it just puts in a barebones system.

I'll need to install X and XFCE.
Once I get that running, I'll try and get Minetest on there.

I also saw a Slax Installer on Google Play.
Gonna give that a try and see how it compares.

The point is, while looking up info on getting Lil' Debi going,
I saw an article on building interfaces for Android with Irrlicht -

http://renzhi.ca/2011/05/23/programming-3d-games-on-android-with-irrlicht-and-bullet-part-3/

Maybe it'll help. If need be, whoever is trying to tackle the remake might be able to leave a reply on his blog as well, and get more useful tips on getting Minetest running on Android.
 

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by ch98 » Tue Sep 03, 2013 02:17

As long as you are developing any IOS software with ipad/iphone simulator, it is free. Only thing that costs for developing in IOS is putting it in apple store. If anyone has a friend who has an account, you can borrow there account to add it to App Store for free. Unfortunately, There is no other practical way to install app except for itune store thing that costs 99 dollar per year. (others need jailbreaking or only for 100 ipads you decide to use.
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by sfan5 » Tue Sep 03, 2013 08:26

Having the app in the App Store does NOT cost 99 dollars a year, it only costs 99 dollars for the year when you want to put it into the app store
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by hdastwb » Tue Sep 03, 2013 12:44

Bear in mind that you also have to be an official developer (or borrow your friend's developership) to test your code on devices. While the iOS simulators are pretty good, they don't come close to approximating the resource constraints or interface of an actual device…

(100th post!)
 

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by jojoa1997 » Tue Sep 03, 2013 13:18

I like how wee all are talking about iOS in the Android Minetest topic.
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by crystaldynamic » Fri Feb 21, 2014 05:33

Why I can't enter at the Peep's server?

I am using a Ipad 2 with 16GB and Angels_den is using a Asus Memo 7 16GB and She can enter.
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by Evergreen » Fri Feb 21, 2014 18:13

crystaldynamic wrote:Why I can't enter at the Peep's server?

I am using a Ipad 2 with 16GB and Angels_den is using a Asus Memo 7 16GB and She can enter.
crystal, this is not the topic for you. Try looking at the Andriod Port Efforts topic.
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