Irrlicht and android api version
Irrlicht and android api version
If I wanted to create a game in irrlicht for android, and use a valid version of the android api to upload it to the playstore, what is recommended?
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Re: Irrlicht and android api version
You need API level 35. Here is the statement from google on it:
https://developer.android.com/google/pl ... target-sdk
https://developer.android.com/google/pl ... target-sdk
Re: Irrlicht and android api version
Thank you. I have seen that there is an android example in the ogl-es examples near the svn trunk repository directories, do I have to use these or is there a specialized repository? I haven't tried anything yet, I would use unity3d but irrlicht is very comfortable and specific for programming...n00bc0de wrote: Thu Jan 08, 2026 8:58 pm You need API level 35. Here is the statement from google on it:
https://developer.android.com/google/pl ... target-sdk
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If you are looking for people with whom to develop your game, even to try functionalities, I can help you, for free. CC0 man.

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If you are looking for people with whom to develop your game, even to try functionalities, I can help you, for free. CC0 man.

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Re: Irrlicht and android api version
I have a custom fork of the OGLES branch that uses my custom SDL2 device for android. If you download the RCBasic Android Distributable, it has a fully setup project that you can import into android studio. However, you would probably want to modify the SDL2 device in RCIrrlicht to be a fully functional one since my device does not handle any input since I only use irrlicht for graphics and handle window creation and IO through SDL2.
Here is the link to the RCBasic page on itch.io if you want to see how I made the android project: https://n00bcode.itch.io/rcbasic-basic- ... -for-games
I has box2d, bullet, and some other libraries linked as well so you can maybe get some use from how I made the android.mk file. I modified the CGUITTF library available on this forum to use SDL_TTF for loading font files since the way it would load font files by default would cause a segfault on android. There were some other things I accounted for in RCBasic's source code itself such as having every texture round up to the closest size that is a power of 2. Also, you need to set the material flag EMF_USE_MIP_MAPS to false on your scene nodes otherwise it will not render your models with textures. I don't know if these are issues in the official OGLES branch.
Here is the link to the RCBasic page on itch.io if you want to see how I made the android project: https://n00bcode.itch.io/rcbasic-basic- ... -for-games
I has box2d, bullet, and some other libraries linked as well so you can maybe get some use from how I made the android.mk file. I modified the CGUITTF library available on this forum to use SDL_TTF for loading font files since the way it would load font files by default would cause a segfault on android. There were some other things I accounted for in RCBasic's source code itself such as having every texture round up to the closest size that is a power of 2. Also, you need to set the material flag EMF_USE_MIP_MAPS to false on your scene nodes otherwise it will not render your models with textures. I don't know if these are issues in the official OGLES branch.
Re: Irrlicht and android api version
Oh rcbasic looks interesting, I was looking at it as an option recently, thanks youn00bc0de wrote: Thu Jan 08, 2026 11:21 pm I have a custom fork of the OGLES branch that uses my custom SDL2 device for android. If you download the RCBasic Android Distributable, it has a fully setup project that you can import into android studio. However, you would probably want to modify the SDL2 device in RCIrrlicht to be a fully functional one since my device does not handle any input since I only use irrlicht for graphics and handle window creation and IO through SDL2.
Here is the link to the RCBasic page on itch.io if you want to see how I made the android project: https://n00bcode.itch.io/rcbasic-basic- ... -for-games
I has box2d, bullet, and some other libraries linked as well so you can maybe get some use from how I made the android.mk file. I modified the CGUITTF library available on this forum to use SDL_TTF for loading font files since the way it would load font files by default would cause a segfault on android. There were some other things I accounted for in RCBasic's source code itself such as having every texture round up to the closest size that is a power of 2. Also, you need to set the material flag EMF_USE_MIP_MAPS to false on your scene nodes otherwise it will not render your models with textures. I don't know if these are issues in the official OGLES branch.
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If you are looking for people with whom to develop your game, even to try functionalities, I can help you, for free. CC0 man.

**
If you are looking for people with whom to develop your game, even to try functionalities, I can help you, for free. CC0 man.

**
Re: Irrlicht and android api version
Awesome. It has a forum and discord if you want to ask any questions. Neither are really that active but I do monitor them both daily unless I for some reason I can't.
Re: Irrlicht and android api version
ogl-es is the special repository for Android. But it hasn't been tested with newer API's by me in a while. I try to keep it up-to-date, but the build system it uses is pretty outdated by now. Also I never used it on Windows (as I did all my Android development on Linux), so I'm even less familiar with it there. So... it probably still works somehow, but it's likely not a smooth ride, but you will have to figure out stuff once in a while and probably set-up your own build system first.
If I remember right there are 2 Android versions you set - kinda like miniumum and official target (which could be considered maximum). Irrlicht should support everything from Android 4.x on I think... if you compile with a really old Android API (which the example did by default). But which versions really works is basically something you have to figure out. Google always wants you to support the newest ones and sends you increasingly "pressuring" letters if your app doesn't support newest versions.
Also... if you want to add payment or advertising - that's another can of worms in c++ (as the API's are all in Java, I think I spend more time on that than on actually porting the game). Or mabye it got easier now, as it's been already a decade since my Android adventures.
If I remember right there are 2 Android versions you set - kinda like miniumum and official target (which could be considered maximum). Irrlicht should support everything from Android 4.x on I think... if you compile with a really old Android API (which the example did by default). But which versions really works is basically something you have to figure out. Google always wants you to support the newest ones and sends you increasingly "pressuring" letters if your app doesn't support newest versions.
Also... if you want to add payment or advertising - that's another can of worms in c++ (as the API's are all in Java, I think I spend more time on that than on actually porting the game). Or mabye it got easier now, as it's been already a decade since my Android adventures.
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Re: Irrlicht and android api version
thank you mr cutealien, I have your racing game installed on my android, although I had to install it by downloading the apk from another site, very good, the bots are difficult to beat and it is a very good mechanic not to fall over the edges, when the power goes out and I have a charge I usually play itCuteAlien wrote: Fri Jan 09, 2026 11:24 am ogl-es is the special repository for Android. But it hasn't been tested with newer API's by me in a while. I try to keep it up-to-date, but the build system it uses is pretty outdated by now. Also I never used it on Windows (as I did all my Android development on Linux), so I'm even less familiar with it there. So... it probably still works somehow, but it's likely not a smooth ride, but you will have to figure out stuff once in a while and probably set-up your own build system first.
If I remember right there are 2 Android versions you set - kinda like miniumum and official target (which could be considered maximum). Irrlicht should support everything from Android 4.x on I think... if you compile with a really old Android API (which the example did by default). But which versions really works is basically something you have to figure out. Google always wants you to support the newest ones and sends you increasingly "pressuring" letters if your app doesn't support newest versions.
Also... if you want to add payment or advertising - that's another can of worms in c++ (as the API's are all in Java, I think I spend more time on that than on actually porting the game). Or mabye it got easier now, as it's been already a decade since my Android adventures.
**
If you are looking for people with whom to develop your game, even to try functionalities, I can help you, for free. CC0 man.

**
If you are looking for people with whom to develop your game, even to try functionalities, I can help you, for free. CC0 man.

**