Porting to Windows 8.1 Windows Phone 8.1 possible?

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Porting to Windows 8.1 Windows Phone 8.1 possible?

Postby Jemchicomac » Sat May 03, 2014 3:46 pm

Hi All,

reviewing the latest news from microsoft on enabling WebGL in IE11 and esp. in Windows Phone 8.1, with also an IE11 *in theory* capable on render WebGL/html5 stuff, we were wondering if libGDX/GWT might be used in this new environment to port a libGDx based game.

In detail, this procedure seems to be promising:

http://blogs.msdn.com/b/davrous/archive ... store.aspx

Our idea is reaching Windows Store (Windows and WinRT 8.1) and Windows Phone 8.1

Any comments?

Kind Regards
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Re: Porting to Windows 8.1 Windows Phone 8.1 possible?

Postby mzechner » Sat May 03, 2014 4:03 pm

Could work, haven't tried it. It's not a priority. Testing it with a HTML build of your libGDX game appears to be straight forward though. The IE11 WebGL implementation is pretty wonky though, ymmv.
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Re: Porting to Windows 8.1 Windows Phone 8.1 possible?

Postby Jemchicomac » Sat May 03, 2014 8:02 pm

Thanks for your answer Mario.

Our publisher has asked us to port Crazy Belts to Windows and we are analyzing the alternatives. Among others that involves re-coding the whole game, the best would be trying to make it work via GWT/WebGL and preserve our codebase.

We will keep the community posted on our progress and we will contribute if we find a way.

Kind Regards
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Re: Porting to Windows 8.1 Windows Phone 8.1 possible?

Postby mzechner » Sun May 04, 2014 1:21 pm

Just for completeness, your game will run on Windows 8.1 as is provided a JVM is installed or bundled with your app, see https://github.com/libgdx/packr. Windows Phone is the only problem.
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Re: Porting to Windows 8.1 Windows Phone 8.1 possible?

Postby Jemchicomac » Sat May 31, 2014 3:59 pm

Hi Mario,

we've been working making our game to work in Windows 8.1 and Windows Phone 8.1

This is what we've achieved:

1.- We've created a Windows Universal App (Windows "any CPU" desktop/tablet, Windows Phone and "future" XBox One) .appx package
2.- We've successfully passed both Windows Store Certification Kit for Desktop as well as Windows Store Certification Kit for Windows Phone 8.1 (fun fact: we've pass 100% Direct3D tests ;-D both desktop and mobile)

This means that we've been able to create an .appx package from GWT generated javascript + webGL and our game works 100% on any Windows 8.1 computer and tablet, both running intel and ARM processors (Surface and Surface Pro tablets, among other OEM products). Classic win32 exe was working from XP to 8.1 for long though, but the objective is publishing in Windows Store.

In the case of Windows Phone 8.1, we've found a problem that has been several times reported both here and to Microsoft:

https://github.com/libgdx/libgdx/issues/1138
https://connect.microsoft.com/IE/feedba ... -arguments
http://echelog.com/logs/browse/libgdx/1383433200

We are really close to bring a new full ecosystem (Windows Universal Apps) using pure libGDX, but seems that there is still a (small?) problem on Windows Phone 8.1

We are going to continue working hard on this and try to find a workaround for the problem as running libGDX apps natively in Windows Phone is a relevant for us from a business point of view.

I hope somebody else in the community will join us finding a way for this!

Kind Regards

P.S.1: latest updates in IE11 has made everything working perfect in GWT-webGL, at least for Crazy Belts, our game that utilizes the most of the 2D and core features of the framework.

P.S.2: AFAIK (I'm not 100% sure on this), Packer generates windows exe (win32 API) but not Metro Apps (winRT API) The procedure we've done creates native winRT apps. Only winRT apps can be published in Windows Store. Regardless embedding the JVM into the win32 exe, Windows Store do not accept "classic" exe distribution: You only can publish a reference to the application, that will be downloaded and managed by external servers "under the end user risk"
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Re: Porting to Windows 8.1 Windows Phone 8.1 possible?

Postby mzechner » Tue Jun 03, 2014 7:52 am

Wow, this is fantastic! It appears the issue you ran into with IE < 11 we can actually solve. Your second link states the solution (can't have defines without arguments, silly microsoft). I reopened the bug report on the tracker and will try to fix this on monday (when i have a bank holiday).

For WinRT (and hence all Windows Store apps) you'll have to go the GWT route i'm afraid. The WinRT runtime is very restrictive and unlikely to support a full JVM.

Thank you so much for trying this out. It would be amazing if you could describe the process to generate an app from the HTML5 version of your game in more detail, say on the Wiki. That would make it easier for me to reproduce the issue.
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Re: Porting to Windows 8.1 Windows Phone 8.1 possible?

Postby Jemchicomac » Tue Jun 03, 2014 8:18 am

Mario,

count with it! We will create a Wiki entry describing the process.

Reaching windows via GWT is cumbersome but actually works pretty well once solved some fine-grain details. Once in Visual Studio side, you need also to make a number of things adapting to Windows native stuff(certain framework events, try & buy, Advertising, IAPs...).

This is not as beauty as a back-end, but works.

We couldn't been able to find a JVM way but I'm confident that this way would be acceptable for most games (at least 2d)

We will keep you posted
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