Minosoft
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Android
Just wondering how hard would it be to have Android port other than supporting gles3 or vulkan
I think it may not be compiled, so it would be incredibly problematic, since u have to have some JIT compiler to download too. Also, controls and stuff, and libs it depends upon
See https://gitlab.bixilon.de/bixilon/minosoft/-/issues/71
tl; dr: I need to port this to bgfx.
Should be possible.
I mean thinks like touch, controls need to be ported, because there are also touch pcs (I don't have one, so I am probably not doing it in the close future)
Pojavlauncher support? A less heavy client would be good for android tablets.
That could actually work. I am off, but I am back in a couple of weeks. The option is not native but might be a workaround for the time being.
what does this require to run in relation to normal minecraft? I could try testing in on my pojavlauncher if i had a jar installer or a version file
Not much.
OS/Architecture related things:
- lwjgl (inclusive opengl and glfw), but that is probably provided by projavlauncher.
- zstd (for assets)
- netty (but that is optional, if they are not present the nio socket will be used instead of epoll)
All jars on github are x64 (linux, windows, macos), but you can super easily build that jar yourself (I'd like to upload it, but the limit is less than 60MB).
Just build it with ./gradlew -Pplatform=linux -Parchitecture=arm fatJar. That should put a jar into build/libs/minosoft-fat-linux-xxxx.jar
You should start without eros (argument --disable_eros), and then type in the console all headless commands (probably account add offline Test and connect play.deltaclient.app or so)
The first start will take some time, minosoft manages the assets itself in a minecraft incompatible way, so everything will be redownloaded
Alternatively build those actions directly into the jar for testing purposes.