A complete 3D game development suite written purely in Java.
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jmonkeyengine/jme3-bullet-native-android/src/native/android/Application.mk

8 lines
181 B

APP_OPTIM := release
APP_ABI := all
Build android bullet-native on Travis (#1175) * First attempt at building android-natives. * Use OpenJDK because native build is broken without * Try OpenJDK 10 * Try openJDK 9 * Try openJDK11 again but "enable" the EE Module * OpenJDK 11 has no Java EE Module anymore. * Try to fix Android Header Generation * Fix invalid flag error with javac by removing empty quotes * Try to fix build of decode. * Remove jni generated headers from the repository. * Adjust .gitignore as those header files won't appear at that location anymore * Fix Android Build: Fill the jme3-android-native headers during the build of jme3-android. This works because jme3-android-native already depends on jme3-android. Due to technical reasons, the headers share the same location and thus the include directives have been adjusted slightly. * Copy jni headers to the jni directory. * Adjust the path slightly * Try to silence android sdk's license print out * Also fix openAL * Solve task name conflict * Really silence license now * Tasks seem shared but Strings are not... * Only build Android-Native * Trying to reduce the amount of dependencies needed. * Remove even more dependencies * Even more removal * Prepare Deployment * Fix Deployment * Cleanup: Remove feature branch from branches for travis. * Revert a few unnecessary things * Removed NDK Comments. * Bullet Android: Some cosmetic changes (removed commented debug code) and generate bullet-native headers during jme3-bullet compilation. * Fix Bullet Build by using GNU libstdc++ instead of STLPort (discontinued) * Fix Bullet-Native Compilation
5 years ago
# Used to be stlport_static, but that has been removed.
APP_STL := c++_static
APP_MODULES := bulletjme
APP_CFLAGS += -funroll-loops -Ofast