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Crash on ARM plateform #3412

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niansa opened this issue Jun 30, 2018 · 8 comments
Closed

Crash on ARM plateform #3412

niansa opened this issue Jun 30, 2018 · 8 comments
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Type: Bug Issues reporting and PRs fixing problems

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@niansa
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niansa commented Jun 30, 2018

What you were trying to do

I tried to start the game.

What actually happened

The game closed during start and a crash-reporter appeared

How to reproduce

  • Start the game
  • Wait some time

Log details and game version

https://pastebin.com/4gma9XTU

Computer details

Rasberry Pi 3 (Ubuntu Mate)

@syntaxi syntaxi added Type: Bug Issues reporting and PRs fixing problems Needs Info labels Jul 1, 2018
@syntaxi
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syntaxi commented Jul 1, 2018

That log looks a little short. How far into loading the game did you get?
Additionally are you running the game as a server or regularly? (I only ask because I noticed the hardware you've listed is a Pi)

@Cervator
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Closing from lack of info / follow-up. I'm not really sure we're Pi compatible yet :-)

@niansa if you have more information available feel free to reopen. Otherwise here's for hoping you can find other systems to run the game on!

@theobisproject
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I tried this for fun.

Running regularly
Command used: gradlew game
The game crashes after the splashscreen. The logfile does not provide any useful information but the crash reporter screen does. The problem is the liblwjgl.so binary which is compiled for the x86 architecture and not for arm. Error message is: can't load IA 32-bit .so on a ARM-bit platform.
There are some ways to get LWJGL2 to work on an Raspberry Pi but nothing which could be easily integrated (e.g. for Minecraft).
LWJGL3 does not have precompiled binaries yet. But they are working to support the Raspberry Pi.

Running headless server
Command used: gradlew server
This works quite nice. The server starts and players can join.
My Raspberry server crashed about 10 seconds after joining it. This might be due to the limited amount of memory the process got (I didn't looked at it further and the Gradle Exception is not helpful at all).

@Adriankhl
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I think LWJGL3 now has arm support LWJGL/lwjgl3#206

My problem is that JNBullet (https://github.com/MovingBlocks/JNBullet) doesn't have arm build. I guess that shouldn't be too difficult?

@DarkWeird
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DarkWeird commented Jan 19, 2021

I think LWJGL3 now has arm support LWJGL/lwjgl3#206

My problem is that JNBullet (https://github.com/MovingBlocks/JNBullet) doesn't have arm build. I guess that shouldn't be too difficult?

Terasology haven't arm support too. (arm natives for lwjgl not fetching)

Lwjgl3 have arm support only for linux ( not for MacOS nor Windows)
(P.S. MacOS have special layer for running x64 code on Apple M1 CPU)

which Operation system?

@Adriankhl
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which Operation system?

Raspberry pi OS 64 bit, which is basically debian arm64. At least I am able to run some libgdx games which use lwjgl3 as the backend. So in principle terasology can do it, given that the dependent native libraries can be compiled for arm linux. Though I should admit that I don't understand how lwjgl3 works, maybe it takes more effort to make this player on raspberry pi.

@DarkWeird
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DarkWeird commented Jan 19, 2021

which Operation system?

Raspberry pi OS 64 bit, which is basically debian arm64. At least I am able to run some libgdx games which use lwjgl3 as the backend. So in principle terasology can do it, given that the dependent native libraries can be compiled for arm linux. Though I should admit that I don't understand how lwjgl3 works, maybe it takes more effort to make this player on raspberry pi.

Yeah.
I looked at lwjgl3 and our code.
Just needs to add arm64 distribution with fetching arm64 platform.

I looked at bullet3 also.
There more complex problem:
bullet3 supports arm64, but it made for NVIDA TX2 (https://github.com/bulletphysics/bullet3/pull/1030/commits)
we use our wrapper for bullet3, which building with gradle and dist as zip.
There needs to add new cmake and gradle target and release arm64 version.

we can catch some new problems with arm, or not. don't sure

@skaldarnar
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Let's take this to a new discussion and not post in this closed bug report issue: #4416

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