123 lines
5.2 KiB
Plaintext
123 lines
5.2 KiB
Plaintext
================================================================================
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SUPERTUXKART
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================================================================================
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SYSTEM REQUIREMENTS
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To run SuperTuxKart on Android, you need a device that meets following
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requirements:
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- Android 4.4 or later
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- Processor compatible with armv7 or x86
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- GPU that supports OpenGL ES 3.0
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- 1 GB RAM (STK uses ~150 MB in minimal configuration)
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- 300 MB of free space on internal storage
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- Touch screen or external keyboard
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COMPILATION
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The build scripts are designed to run under linux. They may work under cygwin
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after some tweaks, but atm. only linux is supported.
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Dependencies list (may be incomplete):
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autoconf, automake, make, python, ant, imagemagick, cmake, vorbis-tools
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Additionally some dependencies for optimize_data script:
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advancecomp, libjpeg-progs, optipng
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Before compilation you must download the package with dependencies from:
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https://github.com/supertuxkart/dependencies
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and extract it to stk-code/lib. It contains sources of libraries that are used
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in STK, but are not availiable in stk-code repository (curl, freetype, openal).
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You need also Android SDK for android-19 platform (the API for Android 4.4) and
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Android NDK (versions r12b and r13b have been tested).
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You need to create proper "android-sdk" and "android-ndk" symlinks in the
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directory with Android project, so that the compilation script will have access
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to the SDK and NDK.
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These paths can be also set in SDK_PATH and NDK_PATH environmental variables.
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Before running the compilation, run the generate_assets script, so that
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selected assets will be copied to "assets" directory, and then included in the
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apk file.
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You can select different karts and tracks by setting KARTS and TRACKS variables
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in the generate_assets.sh script at the beginning of file.
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When you are creating the assets directory manually, note that the
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directories.txt file is urgently needed and it is used by the application for
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extracting assets.
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If the assets directory is already prepared, you can run "./make.sh" command to
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build the project and create an apk file. Note that all arguments are passed to
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the make command, so that you can run "./make.sh -j5" for multi-threaded build.
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If you want to prepare a package for particular architecture, you can choose it
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by setting the COMPILE_ARCH environmental variable. At this stage, supported
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architectures are "armv7", "x86" and "aarch64". The default is "armv7".
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You can choose build type by setting BUILD_TYPE environment variable to "debug"
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or "release". The default is debug build. Note that if you choose release build,
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you have to manually sign the apk with your key and run zipalign.
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Basically if all dependencies are installed in the system, it should be enough
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to just run:
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export SDK_PATH=/path/to/your/android/sdk
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export NDK_PATH=/path/to/your/android/ndk
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./generate_assets.sh
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./make.sh -j5
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KNOWN ISSUES
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1. It's not possible to compile STK for Android < 4.4 due to missing GLES 3.0
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functions. It is technically possible to do - check GLES context version,
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load OpenGL functions dynamically using EGL, and if they are not loaded
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properly, then fallback to GLES 2.0.
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2. It never ocurred for me, but it's possible that EGL context is lost in some
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cases. SuperTuxKart is not designed to re-create all textures at any moment,
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so this is a "Wontfix", at least for now.
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3. We use "exit(0)" at the end of main function. We shouldn't do it and we
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should just return from the main function. But STK uses some global
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variables and their values are remembered when the game is restarted. We
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should properly clear them or re-initialize on startup. Using the "exit(0)"
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is not-that-bad workaround, but it may cause a crash on exit sometimes.
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It seems to affect only Android 5.0. More information about the crash:
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https://code.google.com/p/android/issues/detail?id=160824
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4. STK crashes on Qualcomm with Adreno 305 when trying to draw menu interface.
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Backtrace shows glDrawElements function, and internally crashed in vbo
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allocation.
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5. STK crashes on startup on some devices when aarch64 build is made using
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Android r13 NDK. The r13 version has rather big modifications (it uses clang
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instead of gcc by default). This is probably a bug in NDK/compiler/OS, but
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for this reason using NDK r12 for 64-bit arm compilation is preferred.
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6. Angelscript doesn't have full support for aarch64 builds, so that scripting
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won't work on this platform.
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7. Turning left/right using accelerometer is available, but at this stage the
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default screen orientation is not automatically detected and user must
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manually choose if he needs "phone" or "tablet" accelerometer.
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