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Android port/branch
Posted: Mon Feb 06, 2017 6:47 pm
by Simz
Hi,
Is there any way to build the android port/branch ?
There is a "mobileport" branch in the repo but i don't know if it is the correct one.
If yes, how can i built it ? with a build target ?
Re: Android port/branch
Posted: Mon Feb 06, 2017 11:20 pm
by darkgod
No, not at all

It's like super not ready by any stretch of the imagination.
When it'll be ready (if ever) be assured I'll make much noise about it anyway
Re: Android port/branch
Posted: Fri Mar 17, 2017 4:28 am
by Faeryan
I will be the hype train conductor when and if it does. I can already imagine how it will stick to number one spot for months on end.
Just put a price tag on it and move to bahamas or whatever.

Re: Android port/branch
Posted: Wed Oct 09, 2019 5:57 am
by Faeryan
Is it too soon to bump this thread?
Sadly I've gotten rid of my household PC so I haven't been able to play any. I may have to buy a cheap PC just to get my Tome fix.
Re: Android port/branch
Posted: Fri Aug 14, 2020 7:33 am
by Faeryan
Hey hey hey!
Just hopping in to ask if Android port is still in the thoughts for the game's future.
Re: Android port/branch
Posted: Fri Aug 14, 2020 11:54 am
by darkgod
I still want to do it is all I can say

Re: Android port/branch
Posted: Wed Apr 30, 2025 6:38 am
by Anjaiah25
Simz wrote: ↑Mon Feb 06, 2017 6:47 pm
Hi,
nulls brawl
Is there any way to build the android port/branch ?
There is a "mobileport" branch in the repo but i don't know if it is the correct one.
If yes, how can i built it ? with a build target ?
Yes, you can build the Android port from the **mobileport** branch. Use Android Studio or the command line with Gradle. Set the correct NDK path, then build using the Gradle target `assembleDebug`.
Re: Android port/branch
Posted: Tue Jul 01, 2025 10:53 pm
by Nevuk
While the mobileport branch technically exists, it's not been updated in 9 years and seems to be exactly identical to the awesomium branch based on the compare tool.
What it is missing is a premake configuration that creates an Android Studio setup.
There is a premake5 auto-configurer here that provides the upgrade steps in detail:
https://github.com/polymonster/premake-android-studio
(This is also linked from the premake official website's communities page).
Unfortunately, T engine 4 uses premake4 currently, so using that method also comes with upgrading core parts of T Engine 4.
So it's even more work than it sounds at first glance and it already sounds like a lot of work - Each c++ code file then has to then have a java class file created to call it via JNI. The code here is boilerplate and not hard for any individual file, but it has to be done to a ton of places and has to be tested.