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Having Android support would be really neat. However, there are currently many parts of the engine that are desktop specific.
We need to target OpenGL ES. Preferably version 2.0 as that's the most widely available. Right now we're using both SSBOs and compute shaders which are 3.1. We could do target-specific things but having a single GL implementation is very desirable. That means either targeting OpenGL ES 3.1 or doing what Godot does and targeting OpenGL ES 2.0 / OpenGL 3.3.
We're currently using GLFW for window/context creation and input. GLFW only supports desktop. In general, I'd like to decouple window creation and input more. This may be difficult.
Investigate how to build C++ apps for Android and find a way to do this cleanly.
The text was updated successfully, but these errors were encountered:
Having Android support would be really neat. However, there are currently many parts of the engine that are desktop specific.
The text was updated successfully, but these errors were encountered: