Android

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Dori

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Aug 31, 2009, 8:10:56 AM8/31/09
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Hiya,

I was just wondering of the plans for having pulpcore apps running on
android, have you starting any work on this aspect or have any rough
ETA? It would be an excellent feature and im looking forward to it!

Thanks,

Dori

David Brackeen

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Aug 31, 2009, 11:06:16 AM8/31/09
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Ah, sorry, no ETA for it.
I've got a G1 and will get to it as soon as I have some time.

Dori

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Aug 31, 2009, 1:08:55 PM8/31/09
to PulpCore
Ok thanks for replying, what do you reckon would be the main challenge
for a project such as this?

On Aug 31, 4:06 pm, David Brackeen <brack...@gmail.com> wrote:
> Ah, sorry, no ETA for it.I've got a G1 and will get to it as soon as I have
> some time.

David Brackeen

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Sep 2, 2009, 12:34:20 PM9/2/09
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Initially, lots of internal refactoring, optimization and the OpenGL implementation.

Janko Metelko

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Sep 20, 2009, 3:03:22 AM9/20/09
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PulpCore for Android would be really big thing IMHO and I didn't see
any 2d engine for android yet, let alone one you could reuse to do in-
browser games.

As an example look how many games the "desktop" version of this python
game engine has:
http://cocos2d.org/games.html

and how many it's iphone counterpart:
http://code.google.com/p/cocos2d-iphone/wiki/GamesUsingCocos2d

I and all small game devs need to optimise the value of making a game
and ability to make web-game + android game would be really awesome. I
saw that Kevin Glass was even able to use XMLVM to port java applet
game to iphone.

Is there anything we could do to help in speeding android port
happening?

Best regards,
Janko



On Sep 2, 6:34 pm, David Brackeen <brack...@gmail.com> wrote:
> Initially, lots of internal refactoring, optimization and the OpenGL
> implementation.
>

David Brackeen

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Sep 20, 2009, 2:33:51 PM9/20/09
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If you guys can magically grant me the ability to work 12-14 hours a day, I could get it done in a week or two :)

Alexandre BRAGANTI

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Sep 20, 2009, 3:04:33 PM9/20/09
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Then ... how much are you usually paid for two weeks as freelance ? ;-)

Nouk²



David Brackeen a écrit :

Ido Yehieli

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Sep 21, 2009, 6:18:14 AM9/21/09
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I might donate to that if you're serious :)

And I am sure a bunch of others will too.

-Ido.


On Sep 20, 9:04 pm, Alexandre BRAGANTI <alexandre.braga...@gmail.com>
wrote:

Alexandre BRAGANTI

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Sep 21, 2009, 6:24:57 AM9/21/09
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Me too.

A lot ;-)


Nouk²


2009/9/21 Ido Yehieli <ido.y...@gmail.com>

Janko Metelko

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Sep 21, 2009, 11:53:52 AM9/21/09
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I would donate for that too!



On Sep 21, 12:24 pm, Alexandre BRAGANTI <alexandre.braga...@gmail.com>
wrote:
> Me too.
>
> A lot ;-)
>
> Nouk²
>
> 2009/9/21 Ido Yehieli <ido.yehi...@gmail.com>

Janko Metelko

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Sep 21, 2009, 12:06:57 PM9/21/09
to PulpCore
Would the port have to be made by recreating rendeder in OpenGL ES at
all?

I was looking at it's api yesterday and it has very rich Canvas class
with for example: drawBitmap, scale, getMatrix, translate, ...
methods.

http://developer.android.com/reference/android/graphics/Canvas.html

It seems that canvas uses GL in back when available. So if I
understand things right this should not only be easier but also a lot
more "cross-handset" enabled option, because not all Android phones
have GL hardware. (Although even the ones without HW acceletarion
might expose opengl es api / I don't know about this.)


In fact just yesterday a guy at Stonetrip said none of the Android
phones so far has hw accelerated graphics

"the second trouble is more simple: no any gphone embed a graphics
accelerated ship set, so if you plan to make interactive and reactive
3D... it could be quite hard."
http://developer.stonetrip.com/index.php?option=com_fireboard&Itemid=2&func=view&catid=22&id=14110#14110

Bartek Teodorczyk

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Sep 22, 2009, 6:36:40 AM9/22/09
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> "the second trouble is more simple: no any gphone embed a graphics
> accelerated ship set, so if you plan to make interactive and reactive
> 3D... it could be quite hard."http://developer.stonetrip.com/index.php?option=com_fireboard&Itemid=...
>

That's not true, all the Android devices available on the market have
hardware accelerated OpenGL ES implementation. Only SDK device
emulates OpenGL ES in software.

BR,
Bartek Teodorczyk

David Brackeen

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Sep 22, 2009, 1:12:19 PM9/22/09
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Using either Canvas or OpenGL is both an option; but either way it is a similar amount of work.

Well guys I went ahead and setup a donation page:

At the moment having enough time is still an issue for me personally, but yes, having a financial insentive will help me prioritize Android development.

Dori

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Sep 22, 2009, 1:33:44 PM9/22/09
to PulpCore
I thought I read somewhere that the canvas was better for 2d apps,
openGL for 3d, is this right?

excited about the pulpcore/andriod possibilities!

Alexandre BRAGANTI

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Sep 22, 2009, 4:08:12 PM9/22/09
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David Brackeen a écrit :

> Well guys I went ahead and setup a donation page:
> http://code.google.com/p/pulpcore/wiki/Donate
>
> [...] having a financial insentive will help me prioritize Android
> development.

May we know how much in total would give you the incentive to priorize
Android development ?

Best regards,

Nouk²

David Brackeen

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Sep 22, 2009, 8:04:46 PM9/22/09
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If this were a freelance, closed-source project someone was hiring me for, I might charge $4K or more for it. But since it's an open-source project I can use, I'd cut it in half and say $2K.

Alexandre BRAGANTI

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Sep 23, 2009, 1:06:48 AM9/23/09
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Then, I would be ok to give 200$ if the total reaches at least $2K.
Any other people ready to donate something for pulp-android ? ;-)

Best regards,


Nouk²



David Brackeen a écrit :
If this were a freelance, closed-source project someone was hiring me for, I might charge $4K or more for it. But since it's an open-source project I can use, I'd cut it in half and say $2K.

Ido Yehieli

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Sep 23, 2009, 6:01:39 AM9/23/09
to PulpCore
I can spare $100.

-Ido.


On Sep 23, 7:06 am, Alexandre BRAGANTI <alexandre.braga...@gmail.com>
wrote:

Hamilton Lima (athanazio)

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Sep 23, 2009, 9:23:06 AM9/23/09
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Im in with $50

nouknouk

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Sep 29, 2009, 4:11:42 AM9/29/09
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For french speaking people, a news has just been published on the
french portal "developpez.net".

Hope It will make pulpcore better known and maybe some people will
accept to donate to spped up android port.

Here's the link:
http://www.developpez.net/forums/d814287/java/general-java/java-mobiles/android/portage-pulpcore-framework-graphique-java-2d-android/


Best regards,

Nouk²



On 23 sep, 15:23, "Hamilton Lima (athanazio)"

David Brackeen

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Sep 29, 2009, 6:23:26 PM9/29/09
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Got a donation for $100 this morning. Thanks guys! I'm looking forward to putting more time into PulpCore.

nouknouk

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Oct 1, 2009, 6:06:56 AM10/1/09
to PulpCore
A mail this morning from Ido Yehieli proposed me to donate the money
to David regardless of whether other people will also donate enough to
make it to $2k.

After all, I personally think he's right: even if the total doesn't
reach the expected amount for Android porting, the time I spent with
pulpcore (and even more the time saved thanks to it) deserves a
donation anyway. Thus, I just sent my donation.


Best regards,

Nouk²

David Brackeen

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Oct 1, 2009, 12:44:05 PM10/1/09
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Thank you, much appreciated!

arya

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Oct 10, 2009, 8:50:48 PM10/10/09
to PulpCore
Choosing OpenGL would bring us a large step closer to an iPhone port
(even if you aren't ever the one to write it; I've been thinking
fleetingly about it)...

arya

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Oct 10, 2009, 9:04:51 PM10/10/09
to PulpCore
> I and all small game devs need to optimise the value of making a game
> and ability to make web-game + android game would be really awesome. I
> saw that Kevin Glass was even able to use XMLVM to port java applet
> game to iphone.

Truly? I wasn't able to get XMLVM to do anything much more than
barf...

arya

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Oct 10, 2009, 9:10:03 PM10/10/09
to PulpCore

David Brackeen

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Oct 10, 2009, 9:47:04 PM10/10/09
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XMLVM is GPL, unfortunately.

Arya Irani

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Oct 11, 2009, 4:26:07 AM10/11/09
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Wait, I don't follow, why is that unfortunate?

On Sat, Oct 10, 2009 at 9:47 PM, David Brackeen <brac...@gmail.com> wrote:
XMLVM is GPL, unfortunately.

FVANtom

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Oct 11, 2009, 5:31:18 AM10/11/09
to PulpCore
If you link against GPL code in your project, you need to make your
code GPL too. This would mean Pulpcore can no longer be used for
commercial games.

On Oct 11, 10:26 am, Arya Irani <arya.ir...@gmail.com> wrote:
> Wait, I don't follow, why is that unfortunate?
>

Will Jordan

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Oct 11, 2009, 6:23:02 AM10/11/09
to PulpCore
Well, it's particularly unfortunate for anything iPhone, because some
interpretations of GPL argue that it's not even legal for Apple to
publish/distribute GPL'ed applications through the App Store since
everything's effectively remastered as proprietary software through
the publishing process.

On Oct 11, 1:26 am, Arya Irani <arya.ir...@gmail.com> wrote:
> Wait, I don't follow, why is that unfortunate?
>

FVANtom

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Oct 11, 2009, 7:31:52 AM10/11/09
to PulpCore
Indeed. But lets not allow this thread to become a GPL discussion
thread, we can create a fork for that. This thread is about yummy
pulpdroid ;)

arya

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Oct 12, 2009, 1:03:56 PM10/12/09
to PulpCore
Right. I still vote for an OpenGL core is all. :-)
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