Congrats! Really happy to hear about this!

Beyond putting together a new build process, what would you point at as the
most troublesome part in getting cocos2d-based software running with
GNUstep-on-Android?

On Sat 4 May 2019 at 14:18, Jordan Schidlowsky <[email protected]>
wrote:

> Hey all, just wanted to share with everyone on the list we FINALLY
> launched our Android game built on GNUstep, Golf Blitz.   It of course has
> an iOS counterpart but the Android build is built on top of GNUstep.   If
> you have an android device you can find it easily in the Google Play store
> by searching for "Golf Blitz", it's free.  It's a quite strange multiplayer
> golf game...
>
> Some highlights:
>
> Runtime: gnustep-runtime-1.9
> Arch: armv7a softfp
> Graphics: GLESv2, cocos2d
> Uses blocks, arc, and libdispatch heavily.  Libdispatch isn't built into
> any runloop and we kinda bootstrap the apps main thread onto a java render
> thread...  We also just drain the main dispatch queue manually and the
> start of our game loop.
> Libs-base version:   9bcef37ae0bdf2ce5a1baacac2a3288cb39e2f03
> Cloud game servers:  Google cloud
>
> Next up on my todo list is the get the game running on the 2.1 runtime
> (thanks David for all your work!), as Google has a requirement that all new
> game updates have to be built as arm64 binaries by August.   I definitely
> will be able to provide a decent amount of testing for that runtime and
> arch.
>
> Cheers,
> -Jordan
> _______________________________________________
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>
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