Author Topic: Mobile platform support? (was: Can I haz iPad?)  (Read 2097 times)

james876

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Mobile platform support? (was: Can I haz iPad?)
« on: 25 September 2011, 08:43:31 »

 I think if so megaglest run in ipad on, it would be very pleasant thing, I would like to know if you know the idea, thank you!
« Last Edit: 6 December 2011, 09:21:55 by tomreyn »

tomreyn

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Re: How we will run in ipad megaglest on?
« Reply #1 on: 25 September 2011, 09:37:16 »
Not for the foreseeable future. This device is based on an ARM arcitecture, but MegaGlest only works on x86 style architectures. Also, the operating system of this device is a very closed environment. MegaGlest also doesn't run on toasters.
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james876

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Re: How we will run in ipad megaglest on?
« Reply #2 on: 25 September 2011, 10:10:25 »
ok, it does feel weird, I wonder whether you can run it in the android system, should be a lot of Tablet PC use the android system. thank you!

will

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Re: How we will run in ipad megaglest on?
« Reply #3 on: 25 September 2011, 10:46:26 »
It should be possible to port glest to both android and ios and even chrome nacl.

The challenges are moving to opengl es2 and the networking.  Of these, networking is perhaps most code churn, and there is a risk that despite streflop that games between arm and x86 don't work.  But there is a good chance they do, and certainly they ought to be able to play other players on the same arch.

A touch-optimised ui (no rigght-click
etc) would be needed.

The big barrier is not code - its time and money.  Developing for ios is not free, and all tablets need access to hardware

titi

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Re: How we will run in ipad megaglest on?
« Reply #4 on: 25 September 2011, 16:00:05 »
ios will never come as long as apple only distributes software via its appstore! This is a no go for all GPL based things, because you cannot distribute the source with it.
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Re: How we will run in ipad megaglest on?
« Reply #5 on: 25 September 2011, 18:55:28 »
Besides that, it's kinda hard to play a RTS with a touchscreen...

will

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Re: How we will run in ipad megaglest on?
« Reply #6 on: 5 December 2011, 17:10:16 »
Just to note that a version of Chrome NaCL is now available (in beta but working) that does full-screen opengles 2 and local storage.

It would be possible to port Glest to be distributed by and run in the chrome browser.

Dritominous

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Re: How we will run in ipad megaglest on?
« Reply #7 on: 5 December 2011, 19:37:33 »
Wow, now that would be cool!

Heck, if we could play MG in a browser, just think of how much easier development would be!!

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Re: How we will run in ipad megaglest on?
« Reply #8 on: 6 December 2011, 06:01:56 »
Wow, now that would be cool!

Heck, if we could play MG in a browser, just think of how much easier development would be!!
While it could be cool, the development would likely be harder, as developers would need more experience, without decreasing the previously required experience. And I'd imagine the performance trade off would suck, chrome is fast, but it's really heavy on my RAM.
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will

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Re: How we will run in ipad megaglest on?
« Reply #9 on: 6 December 2011, 09:19:01 »
While it could be cool, the development would likely be harder, as developers would need more experience, without decreasing the previously required experience. And I'd imagine the performance trade off would suck, chrome is fast, but it's really heavy on my RAM.

This is not true.  This is not how computer programming works.  A programmer would not think this way.

Its also not how chrome nacl works performance-wise.

I am not volunteering to do the port, however.

titi

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Re: Mobile platform support? (was: Can I haz iPad?)
« Reply #10 on: 7 December 2011, 13:09:55 »
Up to now all mobile devices are too slow to handle megaglest, so all thoughts about this are useless. I think the day they will be powerful enough is the day where they will have full OpenGL drivers and so on too.
Then its time to think again....
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will

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Re: Mobile platform support? (was: Can I haz iPad?)
« Reply #11 on: 7 December 2011, 13:47:18 »
Everywhere I look OpenGLES is *replacing* OpenGL.  OpenGLES is substantially more modern than the small subset of OpenGL that MG currently uses.

The GPUs in mobile devices are typically non-shoddy and often faster than my laptop on which I comfortably play glest.

There's no lack of power on the PC and no limitations in its OpenGLES support from a glest perspective.

The big problem for mobile as I see it is the HCI problems with touch.   That's where most of the porting effort would go.

Of course, this conversation was resurrected by discussion about Google Chrome's NACL.  That is a way of distributing applications to desktops predominately, although later there may well be chromium tablets about.