by broozar » 2017-11-29 18:24
Depends very much on the OS and the chip capabilities.
The editor is x86/_64 only, running on Win (1.9.2) and also Mac/Linux (2.0) using OpenGL.
The engine ( =exported game) runs on x86 and x86_64 (Win/Mac/Linux desktops), Power (Xbox 360/Wii/Cell Ps3), arm11/v5/v7/64 (Android/iOS, legacy like palm/webOS), and pretty much any architecture with OpenGL(|ES) support using the WebGL exporter.
I guess you are asking for Raspberry Pi/BeagleBoard/X1 support, running a desktop linux port like armbian or raspbian or Nvidia tegra linux. While this is theoretically possible, it mostly dies due to the driver landscape. Most ARM boards only support OpenGL|ES hardware acceleration through proprietary drivers you have to compile against (like the VC in a raspi), or hardware acceleration is not supported on the linux distro at all (everything is software rendering, very unsuitable for 3d games). The options are:
1. Use Android. Best option. Best drivers, highest performance.
2. Running your game in a browser using our WebGL exporter. This often fails because (last time i checked) Firefox (standard on most distros) is compiled with an OpenGL backend in mind, not OpenGL|ES. So your WebGL game will fall back to software rendering, which produces like one frame every 5 seconds. However on Tegra K1/X1 machines running ChromeOS, this totally works and is the best option. It really depends on browser support for hardware acceleration on the chip.
3. We could compile a binary version for every board and every driver we want to support, which is a nightmare. Additionally, the raspi cross compiler framework is currently broken, so we would have to compile on the pi itself, which we are not going to do since all builds are generated on a central master build computer.
What board/OS are you targeting?