standalone android app?

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    Quantum Leap

    Hi there,

    I converted Wayward to the standalone Android app using Crosswalk-project tools, very similar to the node-webkit packaging. Two issues: on my Acer A1-830 tablet is a fairly long delay due to map generation process (~10 seconds of total inactivity, not a big deal), and saved games are destroyed at app restarts (could be easily fixed by switching Wayward to jquery-indexeddb – please!). I tested indexed-db on my W.Essense android package – saved game survives app restarts and tablet reboots.


    Should I post manifest and apk files here (Android 4.4+)? Crosswalk creates two files: one for x86 and one for the arm processor.

    Thanks for the great game!


    Very cool. In developing 2.0 we are looking at addressing loading by adding a proper loading interface and using webWorkers to ease some of the unresponsiveness of generation. Unfortunately indexedDB does not have a synchronous API making save on close functionality fail or corrupt data. Let me know if you have ideas on a way around that.

    Quantum Leap

    Hmm.. Android app exit button is a browser “back” button essentially, if I understand it correctly. If so, we need to then trap location change (back button) so we can present “are you sure that you want to exit? yes/no” dialog, with game save followed by programmatic appexit upon “yes”. Not sure if this requires Cordova, or could be done by native js means though.

    WebWorkers – well, tried to grokk it, and it never worked for me. I tested webworkers on dual-core processors, and in the result both cores were 100% busy, and gui was as unresponsive as it was with single thread processing. So, webworkers were discarded, and I realized that users are happy when I display map generation percentage (%% completed) – they are okay to wait up to ~30 sec if they see what’s going on.


    I agree about the loading – as long as it shows progress visually, there isn’t much of an issue. I am more worried about the unresponsive browser warning that seems to pop up on slower computers/devices and older browsers.

    Here is my findings with IndexedDB:


    Any news on an android port? Or a link to working apk file? This sounds interesting… Wish I knew more about that kind of stuff so I could help.

    Quantum Leap

    No need for ports, per se. Crosswalk project will wrap existing HTML5-based Wayward app, keeping WebGL functionality intact just like it is done now with NodeWebKit for offline gaming.

    Existing WW v1.9.2 could be played really well on Android (except for some hard-to-touch menu options), but it cannot auto-save itself, unfortunately. So, quick 2-hr continuous play is fine, but long-term survival project is not 🙁

    PS: I wonder which library is used to get WebGL functionality in v2? Pixi.js? Super-zoom feature is impressive, but I wonder how much RAM (both video and normal) it consumes..


    Unfortunately, without a huge amount of re-tooling, mobile stuff probably isn’t going to happen with 2.0, at least not right away – our focus is the desktop players just based on majority. It’s not optimized yet of course, but we are looking at 200MB of VRAM, and 150,000k of normal RAM, but those are constant no matter what zoom level you are in, it renders the same way regardless of zoom level. We could probably get the VRAM way lower if we chunk-up some of the rendering though, as I said, it’s not optimized.

    What VRAM should we be shooting for, for “newer” mobile platforms? I can’t seem to find any good info on it.

    We aren’t using a library currently. It appears as though Pixi.js didn’t allow us the freedom and capabilities we needed for many of the improvements in 2.0. Are you familiar with WebGL at all? Would love for you to check out 2.0 if you could help.

    Quantum Leap

    So, we are looking at ~350mb of combined ram for those without dedicated videoram + some ram for codes. I guess it would be okay. Modern mid-range tablets have 1+ gb of ram, so even low-end video cards without dedicated vram should be fine. Not sure about low-end tablets with 0.5gb ram, though.

    No WebGL library and cool effects in a showcase, huh. Tough guys you are. My experience with WebGL is limited by three.js and basic OpenGL knowledge, so I will hardly be useful with custom/raw WebGL codes as I never did it myself.. But, if I can get my hands on the current v2 source, I can test it with low and mid-level Android tablets just to see where it stands.

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