Re: LuaJIT for Android

  • From: Tim Caswell <tim@xxxxxxxxxxxxxx>
  • To: luajit@xxxxxxxxxxxxx
  • Date: Tue, 21 Aug 2012 09:56:55 -0500

It looks like I would be able to do it purely with the APIs Steve
linked to <http://mobilepearls.com/labs/native-android-api/>.  But I
don't quite understand it all.  I've never done Android development.
A Java shell is fine, but I'd prefer a pure ffi solution if possible.

On Mon, Aug 20, 2012 at 8:29 PM, Fjölnir Ásgeirsson
<fjolnir@xxxxxxxxxxxxx> wrote:
> I'd be surprised if it didn't take a significant amount of work to bring up 
> an OpenGL context without any Java involvement at all.
> The simplest route is to create an OpenGL view/renderer on the Java side and 
> make it's context the current one, then from that point on, any GL commands 
> issued from using FFI will have their results rendered into that view.
>
> – Fjölnir
>
> On Aug 21, 2012, at 01:29 , Tim Caswell <tim@xxxxxxxxxxxxxx> wrote:
>
>> I have my luvit library running on android as an cli program.  I'm
>> trying now to bring up a window with a gles 2.0 context using ffi.
>> Has anyone done this before?  I'm just looking for the smallest C
>> program to create a window and gl context that I can convert to luajit
>> ffi calls.
>>
>> On Mon, Aug 20, 2012 at 2:35 AM, steve donovan
>> <steve.j.donovan@xxxxxxxxx> wrote:
>>> On Mon, Aug 20, 2012 at 1:59 AM, Fjölnir Ásgeirsson
>>> <fjolnir@xxxxxxxxxxxxx> wrote:
>>>> So yes, for a game you should definitely be using opensl/gl directly 
>>>> through NDK.
>>>>
>>>> Its a lot faster than going through luajava/jni for everything.
>>>
>>> In fact, probably would be a good deal faster than doing it in Java...
>>>
>>> You can have the best of both worlds, in principle.  Use the JNI
>>> interface just for the high-level stuff which is not so time-critical.
>>>
>>> steve d.
>>>
>>
>
>

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