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Can't play the demos #221
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These demos are all very old. They don't follow current best practices (will stretch at different aspect ratios; run at wrong speed at non-60Hz refresh rates; contain bugs; don't make use of newer classes) and not all of the links work (Super Jumper and Vector Pinball are missing; The Plane leads to wrong game). Depending what you're looking for, Simple Open Source Projects and the Showcase may be better references. Are you using Safari? I know it's a strange question when you mentioned Android, but the web demos still work in Chrome and Firefox on my end but not Safari for iOS (which newer libGDX projects do work in). If you're on Android, note that the online versions aren't mobile friendly. For ones that do have working links, you can download for Android and desktop by copying the link and pasting it into the address bar. Depending on your browser's security settings you may have to change To whom it may concern, how could we best deal with binaries? I'm willing to build new versions (best done with GitHub Actions of course) for all but iOS as I did for GWT recently on itch.io (link to Discord discussion and desktop JAR; requires access to the libGDX Discord server to view) which could go on the website (@crykn) and/or each demo's Releases tab. I'd probably have to generate a new Android signing key, assuming the original is lost to time. It may be easier to maintain if the demos are a single project, but this doesn't work with how it's currently separate repositories. And obviously I don't want to add to the list of ignored pull requests. |
OK. By the way I was trying to view the web demos from the Android device. However, I have another thing to say. The build.gradle file in the Android subproject defines a |
Hmm. Which browser? Samsung Internet (based on Chrome), Firefox and the LineageOS Jelly browser could load Space Invaders. That should cover most of the options, unless you have JavaScript disabled. Yeah, we should probably see if something can be done about Having the native libraries as separate dependencies sounds like it could potentially be a divisive topic, and not just due to probably being a breaking change. In libGDX 1.10.0, |
Google Chrome browser on Xiaomi Redmi 8A, running Android 10, armeabi-v7a.
Why do you think it would be a braking change? 😕 But if those libraries are themselves published as Android libraries (not Java libraries) containing the JNI files in proper directory, then we just have to define those simply by the 'implementation' keyword, and don't need to define custom 'natives' configuration, 'copyAndroidNative' task and on...
Off course, it is. I didn't mean to replace all the 4 libraries with a single one. I meant that if someone needs quick setup (targeting all 4 architectures) then he just needs to define just one meta dependency which will fetch the 4. Another thing to notice... The built APK contains the 'com/badlogic/gdx.gwt.xml' file, which is redundant. It should be excluded in the 'packagingOptions' block. I found it after running this command while in the root project directory:
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Oh, I thought you meant to replace the current 4 with 1. And yeah, GWT stuff makes its way into other builds - I've particularly noticed this when using libraries such as formic and haven't found a good way to have GWT-exclusive assets. For most projects you can also remove the default shader (think it's only used for 3D) and font. |
To keep track of this in a single issue, I'm copying over my comment from #222:
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Created a PR that should fix the build issues with Super Jumper and bring it up to a more modern libGDX version: |
Status of the demos listed on the website right now:
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Issue details
I can't run/play/download any of the demos located in this site:
https://libgdx.com/wiki/start/demos-and-tutorials
If I choose WebGL/GWT, it opens a new site but nothing is there. If I choose Android, nothing downloads.
Reproduction steps/code
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