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v0.2.0 — Android support

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@Stink-O Stink-O released this 17 Jul 06:50
· 106 commits to main since this release

Superseded by v0.4.0. These assets are kept for anyone pinned to this tag; the demo in them predates the mobile browser fixes, the Godot Physics / Jolt parity fixes and the Ball Flood sample. For the current binaries and the playable browser demo, start at v0.4.0.

Android support

The GDExtension now builds and runs on Android (arm64 + x86_64), verified on real hardware: the full 42-assertion binding selftest suite passes on an arm64 device, including on a physical handset under Vulkan / Forward Mobile. The demo gains touch controls (virtual joystick, touch grab, pinch/pan camera, charged-shot button) and a DPI-scaled UI, plus a measured 2x rendering speedup on the Cube Pile sample. Desktop behavior is unchanged — the desktop selftests are byte-identical to v0.1.0.

Attached:

  • box3d-demo-android.apk — the sample browser, debug-signed, installable on any Android 7.0+ (API 24) device: adb install box3d-demo-android.apk
  • libbox3d_godot.android.*.so — prebuilt Android extension libraries (arm64 + x86_64, debug + release), 16 KB page aligned
  • libbox3d_godot.linux.*.so — prebuilt Linux x86_64 extension libraries (debug + release), so Linux users can clone and play without building

Other platforms: Windows x86_64 DLLs are committed in the repo (godot/demo/bin/), so a clone plays out of the box on Windows. macOS has manifest entries but no binaries have been built or tested — contributions welcome.

Toolchain setup, exact build commands, and every problem hit along the way are documented in godot/ANDROID_BUILD.md, including an explicit accounting of what is tested and what is not.

Known limitation: 32-bit ARM (armeabi-v7a) does not build — upstream Box3D's NEON path uses AArch64-only intrinsics (erincatto/box3d#92). 64-bit has been required by Google Play since 2019.