spillz wrote:Re playable, how do you guys do a moving jump? Thumb mash or awkwardly move your other hand across? Would like to have auto jump or option to move jump button to right side of screen.
Martin_Devil wrote:Agreed. Very inconvenient to go and jump at the same time! Just do not pull out.
Casimir wrote:It would be good to be able to lock jump and sneak.
stormchaser3000 wrote::( someone forked this and put it on the play store it is called lime minetest and did not post the source code
stormchaser3000 wrote::( someone forked this and put it on the play store it is called lime minetest and did not post the source code
Please, do not put low evaluation, and write to us at montelime@gmail.com, together we will solve the problem and do Minetest even better!
jojoa1997 wrote:Stu good job. This works great on my Nexus 7. Keep up the good work.
stu wrote:for testing purposes only/ Do not try to run this on anything you are not prepared to break!
Had this before on a system which seems to be missing a certain OpenGL feature.hunterdelyx1 wrote:[spoiler]http://cs616420.vk.me/v616420429/7094/2xGfUPzPir0.jpg
http://cs616420.vk.me/v616420429/709d/qOse41uvmOU.jpg[/spoiler]
That's what i got on my tab 3 7.0".
I used both apk from this topic and builded by myself.
If you need logs or something i can provide it. But it looks like one famous irrlicht bug...
hunterdelyx1 wrote:[spoiler]http://cs616420.vk.me/v616420429/7094/2xGfUPzPir0.jpg
http://cs616420.vk.me/v616420429/709d/qOse41uvmOU.jpg[/spoiler]
That's what i got on my tab 3 7.0".
I used both apk from this topic and builded by myself.
If you need logs or something i can provide it. But it looks like one famous irrlicht bug...
stu wrote:hunterdelyx1 wrote:[spoiler]http://cs616420.vk.me/v616420429/7094/2xGfUPzPir0.jpg
http://cs616420.vk.me/v616420429/709d/qOse41uvmOU.jpg[/spoiler]
That's what i got on my tab 3 7.0".
I used both apk from this topic and builded by myself.
If you need logs or something i can provide it. But it looks like one famous irrlicht bug...
Interesting, have you tried any of the other ports? eg sapier's or that other fork
spillz wrote:Hate to be the one bursting bubbles, but having tested the various APKs on a few devices now (nexus 7 I, galaxy note 2, memo pad HD 7) there is still a lot of work to do. Controls need a lot of tuning and while I can get a decent frame rate on all devices (20 to 40 fps) the draw distance s***s b***s (20 to 40 nodes). I get a solid 150+ node draw distances on both minecraft PE and Survival craft on all 3 devices, which even my Linux PC struggles with on minetest. So much for the superiority of a C++ engine. ;)
spillz wrote:I get a solid 150+ node draw distances on both minecraft PE and Survival craft on all 3 devices
sfan5 wrote:MCPE and Survivalcraft where written with mobile device performance in mind, you can't expect something that was originally made for PC to just work on mobile devices like software that was designed for them.
celeron55 wrote:If somebody is interested in improving Minetest's performance on whatever hardware it happens to perfporm poorly on:
Here are three important bottlenecks in Minetests rendering at the moment:
- 1) Texture switches: The texture atlas was removed about a year ago because it was buggy, nobody was interested in fixing it and nobody realized it was actually pretty damn useful. However, in situations when there are a ton of different nodes to render at the same time (any city or forest with variation or almost any interesting place whatsoever), it can make a difference. Doing a comparison is simple: just define the textures of every node in the game to be the same (which auto-generated texture atlases effectively do from the hardware standpoint) and see how FPS differs from when they're not the same. The solution to this is to bring back auto-generated texture atlases. This affects GPUs quite variedly and unpredictably.
- 2) Data transfer to the GPU: Currently zero data is stored on the GPU (doing such is often called using a VBO). It can be enabled, but due to how Irrlicht handles them and how Minetest manages meshes, there are memory consumption issues. This certainly affects high-end GPUs; however I don't know about mobile devices. Somebody should test it on those. It affects GPUs that draw faster than the interface they are sitting on transfers data.
- 3) Drawing of nodeboxes that are buried underground: There is no code to detect such ones and thus they are fully drawn. On maps that have underground pipes and such, this raises the general vertex count, and due to all of them probably using different textures, the effect of this is multiplied by (1). Thus fixing (1) makes this a lot less important.
Inocudom wrote:celeron55 wrote:If somebody is interested in improving Minetest's performance on whatever hardware it happens to perfporm poorly on:
Here are three important bottlenecks in Minetests rendering at the moment:
- 1) Texture switches: The texture atlas was removed about a year ago because it was buggy, nobody was interested in fixing it and nobody realized it was actually pretty damn useful. However, in situations when there are a ton of different nodes to render at the same time (any city or forest with variation or almost any interesting place whatsoever), it can make a difference. Doing a comparison is simple: just define the textures of every node in the game to be the same (which auto-generated texture atlases effectively do from the hardware standpoint) and see how FPS differs from when they're not the same. The solution to this is to bring back auto-generated texture atlases. This affects GPUs quite variedly and unpredictably.
- 2) Data transfer to the GPU: Currently zero data is stored on the GPU (doing such is often called using a VBO). It can be enabled, but due to how Irrlicht handles them and how Minetest manages meshes, there are memory consumption issues. This certainly affects high-end GPUs; however I don't know about mobile devices. Somebody should test it on those. It affects GPUs that draw faster than the interface they are sitting on transfers data.
- 3) Drawing of nodeboxes that are buried underground: There is no code to detect such ones and thus they are fully drawn. On maps that have underground pipes and such, this raises the general vertex count, and due to all of them probably using different textures, the effect of this is multiplied by (1). Thus fixing (1) makes this a lot less important.
Have you ever tested the VBO feature that Freeminer has, celeron55? I wish I could test it myself, but builds of that fork of Minetest are not very common.
stu wrote:To add to sfan5's comments, I would also point out that MCPE is not the same as Minecraft, AFAIK you cannot play on MC servers.
This (when finished) will be as fully featured as the pc game.
I do appreciate all feedback and agree that there is still a lot that could be done to improve performance in the short term, for both mobile and pc versions of minetest.
Martin_Devil wrote:Please, look this:
java.lang.RuntimeException: Unable to start activity ComponentInfo{com.Lime.Minetest/android.app.NativeActivity}: java.lang.IllegalArgumentException: Unable to find native library: Minetest
stu wrote:It looks like that will become the 'official' version sometime soon (TM)
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