Native Android export?

+1 ddabrahim, Victor, you were able to successfully compile to android a native project, i’m sure we are a lot interested into this,even if it’s technical/long and difficult !

Victor successfully compiled to Android a SFML sample, not a whole GDevelop native game. :slight_smile:
It’s another challenge to compile the game engine for Android. Also I’m not sure of the state of the Android port of SFML.

Yeah, this is the most worrying about it as I don’t follow the development of SFML and I don’t read the forums, but when I did a search on the forums about Android port, the only thing I’ve found was from the developers back from 2013 about the attempt to port SFML to Android is not as stable as they would like so they not gonna release it. Now, it was 2 years ago and I can’t find anything more up to date info on this. If it really that problematic even for the devs (community) of SFML, I don’t really expect anything in the near future :cry:

Instead, I try to be more optimistic on running HTML5 on Android really.
In my opinion, in the next two years even the cheapest smart phones and tablets going to be powerful enough to run HTML5 with no performance problems.
Actually, you can already buy pretty powerful devices from China for very low price, for example:
Lenovo A806 (golden warrior)
1.7GHz Octa Core CPU
2GB RAM
Mali-450MP4 700MHz GPU

On Ebay, you can buy this phone for about 120 Euro. For it price, this is pretty good in my opinion and Lenovo is a well known manufacturer in the PC industry, so it not even a ‘no name’ Chinese crap.
The only bad thing about it, most people in the world using less powerful devices of better known manufacturers such as HTC, Samsung and Sony.
But by looking at what the Chinese market has to offer today, I’m pretty sure in the next year or two it going to be no problem running HTML5 games even on the cheapest devices.

So, my current view on native Android export is that, I do want native export and support in GDevelop, but since it seems pretty complicated to add, it may would be better to focus on support for all the sensors you can find in a mobile device and other OS features, settings in HTML5. I know, Cordova can handle most of the things already, but at the moment, you need to use JavaScript to get it working.
It would be nice to have the events in GDevelop to get information from different sensors and Android OS itself, and be able to use that information (using expressions).
I don’t mean it as an out of the box experience, so I don’t want you to include Cordova plugins for example, but sort of prepare our HTML5 game to work out of the box inside IntelXDK with Cordova plugins enabled. So it may doesn’t work in preview, but if I import my project in to IntelXDK and activate the plugins, everything just works in my game without any further actions required… It would be great :slight_smile:

On my opinion the main problem of HTML5 is the lack of tons of effects(light and particules extension !). I just can’t imagine the amount of work for animations and optimizations to get the same visual aspect i have with native. Even, i also consider native mode is far better in GD actually : you can’t monitor performance on HTML game from what i know, and this is really really bad if you don’t have a clear vision of how does work events, wich ones need to launched one time or not.

The best way would be, if no native android/ios export are available, to support similar extension on HTML 5, particule system is really a must have.

It was actually a plan some time ago.
When 4ian was about to release GDevApp (gdevapp.com), he was all about HTML5, he was planning to bring HTML5 up to the level of the native platform regarding features and extensions, but later I haven’t seen any native features ported over to HTML5. The only features have been released since for HTML5 are export to IntelXDK, multi touch support, JS events, and AdMob object in the recent update. There are some more HTML5 features planned on the roadmap but for now even those features are only plans and nothing seems to be developed for HTML5 :frowning:

But fortunately, Pixi.js got some pretty cool features that we have access to in our games through JavaScript since the HTML5 platform in GDevelop is using Pixi.js.
pixijs.com/examples/

Some of them have been successfully used by the community inside GDevelop:
Filters

Particles

Video

I would really like to see those added to HTML5. And I’d personally like to see the multiplayer functions added too, because a lot of apps utilize that. (Clash of clans, angry birds 2, etc )

HTML5 platform has indeed still a lot of room for improvement. In my view, it’s already almost as good as the native platform and is my choice whenever I have to create a game with GD, because you can export your game to iOS/Android with it.
Of course you do not have particles/light system but this could be added later as soon as Pixi supports particles/light system that is proven to be robust and maintained. :slight_smile:

Native platform is still also maintained for now as it could be adapted for mobile if SFML is proven to be working on Android and iOS (for now, this state is a bit unclear). So the current goal is to make sure that HTML5 platform is as good as the Native platform (it’s even better on some point, like the support for ads). Then will see if there is a way to go full native on mobile, or if HTML5 performance are still growing on new devices :slight_smile:

Actually, Pixijs does support lighting, only experimental but in this demo by goodboy, it seems to work pretty good:
christmasexperiments.com/experiments/11/

Github
github.com/pixijs/pixi-lights

Anyway, Pixi.js got some pretty cool feature that would be great to be able to use in GDevelop without Javascript, such as: Filters, Normal mapping, Depth of field, Masking :wink:

That’s what 4ian said, “that is proven to be robust and maintained” means PIXI doesn’t support them in the master branch. It is not a good idea to write a new extension for GD based in a feature whose API is modified constantly, and you don’t know if they will decide to throw it all away the next day (probably no but is possible) :slight_smile:

Yes of course, I just wanted to point it out, lights are coming to Pixijs and already available as an experimental feature and there are some stable feature which is not offered in GDevelop but could be if it really just about to be a " robust and maintained" feature to be included in GD. :wink:
To me it very important to see something is in actual development (such as the lights in Pixijs), it helps me think positive :slight_smile:

Really, I believe GDevelop should have a beta or call it experimental version which would be a sort of playground for testing and sharing new experimental features which may or may not going to be available in the stable version.
The reason is, it more engaging to actually see something in action and be able to play with it (and see how it crash) then just talking about if it coming or not coming, when coming if ever coming if you see what I mean.
Just an idea…

And is a good idea, but with only two developers, they surely want to focus in things they know will stay in the software at least for a while :slight_smile:

forget about lights. Html5 games dont even support fuctions yet.