libgdx for android-x86

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Re: libgdx for android-x86

Postby doomtoo » Fri Oct 12, 2012 3:52 pm

Thanks- but it finally actually did work on the x86 emulator. My android version project somehow had somehow got screwed up- created a new one, imported source, added that x86.so to library and everything works great on x86 now :D

Works on the x86 virtualbox at blazing fast speeds (well, 15-40 fps vs 5 for emulator), and I can see the app on the x86 virtualbox on the market as well. I'm not sure how it works, but it would be cool to have it in the Android version of the setup-ui :D
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Re: libgdx for android-x86

Postby Magnesus » Sat Oct 13, 2012 6:08 am

Fisherman wrote:whats X86? is it like intel CPU or something?


Intel, AMD architecture, yes.
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Re: libgdx for android-x86

Postby Magnesus » Sat Oct 13, 2012 2:14 pm

Good question - I don't see Razr i on the list of supported devices for my apps. Intel has some ARM emulator but I don't know if Razr I has the CPU with it.
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Re: libgdx for android-x86

Postby apretz » Tue Jan 15, 2013 7:21 pm

I've successfully built the latest github code for libgdx's native libraries (and its dependency gl2-android) for Android on x86. I've tested it with the invaders sample project on an Android 4.1 emulator without trouble, but I make no guarantees about any fit-for-release status. I'm using it to test an Android project on my local machine where running an arm emulator is painfully slow, but an x86 emulator with Intel's HAXM native library is acceptable, but my final target is still arm-only.

To use: drop the x86 folder with its two .so files into the libs directory of your -android libgdx project, alongside the 'armeabi' and 'armeabi-v7' directories. Then run on an x86 emulator.

Ideally LibGDX shouldn't depend on http://code.google.com/p/gl2-android for Android on x86 since Android x86 only supports versions of Android with a fully functional OpenGL 2.0 implementation, but that would require a significant refactoring of LibGDX's Java code, so this is a simple solution that works for development at least.
Attachments
libgdx-android-x86.zip
native libgdx libraries for android x86
(163.57 KiB) Downloaded 244 times
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Re: libgdx for android-x86

Postby mzechner » Wed Jan 16, 2013 12:29 pm

I'll enable x86 Android builds for the nightlies tonight and see how that works out.
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Re: libgdx for android-x86

Postby joaoneto » Mon May 27, 2013 5:13 pm

So, the x86 version of the build should continue on nightlies? I can't find it.
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Re: libgdx for android-x86

Postby mzechner » Thu May 30, 2013 4:14 pm

Yeah, i guess i forgot about that :) It's simply not worth it atm.
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Re: libgdx for android-x86

Postby doomtoo » Thu May 30, 2013 5:23 pm

I'm just using the original files in production, and it's working AFAIK - no complaints from x86 users, and it works well for testing on the x86 emulator (which supports hardware rendering, and much faster than testing on an actual device + you can easily start it with any resolution, for testing a lot of different screen sizes).

Thanks again for posting those files!
Check out my website, and let me know what kind of tutorials you want!
http://www.chrismweb.com
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Re: libgdx for android-x86

Postby The 11th plague » Sun Jun 16, 2013 10:40 pm

mzechner wrote:Yeah, i guess i forgot about that :) It's simply not worth it atm.

It would be worth it for me. Testing is a lot faster using Intel HAXM.
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Re: libgdx for android-x86

Postby doomtoo » Mon Jun 17, 2013 12:14 am

I just use the previous solution with the .so and it works well.

I agree it's very nice to have, since you can quickly test many different resolutions (was using it mainly for figuring out how ads looked).

But I do 90% of my testing in just Java, but anything Android related is MUCH faster testing on a VM, and for some people it might be their only option, if they don't own a bunch of different devices to test on (as the actual emulator runs too slow to really test anything).
Check out my website, and let me know what kind of tutorials you want!
http://www.chrismweb.com
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