With Create: Aeronautics out, I went to download it immediately. But, just like Valkyrien Skies, it suffers the same curse as having the lack of needed libraries for it tk run and the game freaking dies. Because, it seems that aneurysm Android for whatever reason doesn't have them, but on iOS they do. The suggestion is to make a feature similar to JRE installation but for libraries needed to make VS2 and C:Aero run. I wonder why it hasn't been implemented yet on Android in particular...
#Launcher: Physics Library
1 messages · Page 1 of 1 (latest)
Ios used shared library from Arm64 MacOS so it worked out of box
It requires the entire launcher to be rewritten
Also it might have a performance penalty
sable is open source, so its possible to build natives for android arm64
probably
if sable is the only native used by aeronautics for physics, then this is most likely fixable
wtf
working on android arm64 binaries for sable
Let's go!
cool
@honest moon
can we ship the 2mb native in amethyst?
acc idk if neoforge will load it instead of the one in sable
Fizik
Give sable's arm64 binary
paste it into sable.jar/natives/sable-rapier/
Ik
Does it work when we just paste it into the app arm64 folder?
I mean the launcher
PR it to amethyst-prebuilt-libraries
also works
could there be any license issues with shipping prebuild native of this project in our app?
https://github.com/ryanhcode/rapier
its apache
is that a no?
just remmeber yo include the license
no its a "just follow the usual"
i don't know much about licenses
its freer than gpl
ok
imma see if it prefers loading our native in data/app... over the one in sable
it does not
acc wait
maybe read the code that does it
final String nativeName = getNativeName();
try (final InputStream is = Rapier3D.class.getResourceAsStream("/natives/" + LIB_NAME + "/" + nativeName)) {
if (is == null) {
throw new FileNotFoundException(LIB_NAME);
}
final Path tempFile = Files.createTempFile(LIB_TMP_DIR_PREFIX, null);
Files.copy(is, tempFile, StandardCopyOption.REPLACE_EXISTING);
System.load(tempFile.toAbsolutePath().toString());
ENABLED = true;
} catch (final Throwable t) {
ENABLED = false;
Sable.LOGGER.error("Sable has failed to load the natives needed for its Rapier pipeline. Native library name {}. Please report with system details and logs to {}", nativeName, Sable.ISSUE_TRACKER_URL, t);
}
}```
it only loads the one in the jar
no fallbacks
final String arch;
if (System.getProperty("os.arch").equals("arm") || System.getProperty("os.arch").startsWith("aarch64")) {
arch = "aarch64";
} else {
arch = "x86_64";
}
final OS os = Util.getPlatform();
if (os == OS.WINDOWS) {
return LIB_NAME + "_" + arch + "_windows.dll";
} else if (os == OS.OSX) {
return LIB_NAME + "_" + arch + "_macos.dylib";
} else {
if (os != OS.LINUX)
Sable.LOGGER.error("Unknown platform '{}' detected, sable will attempt to use linux natives, this may or may not work.", System.getProperty("os.name"));
return LIB_NAME + "_" + arch + "_linux.so";
}
}```
for fucks sake why do these people keep using System.load and not fallbscking to System.loadLibrary
its literally every modder
ig we will have to use mixins for this shit 😭
pajov
Should i set the backend to off
yes
Ah alr
Like this?
its either that or flywheel:off
also it doesn't need to be capslocked
in there its just off
Alr
The game crash when joining
After it reach 100% the game explode
log
idk then
Because it's native crash at the end
im praying that it works
works on my machine
what renderer
MG with and without angle works
at least on my a618

I forgor
Should've disabled these
Ok veil got fucked up after i disabled compute shader

?
weird shit
i got this exact crash when i tried to use my patch mod
but it launches without it
oh
java.lang.NoClassDefFoundError: com/chaosthedude/naturescompass/items/NaturesCompassItem
??
^
get natures compass
Alr
I hate neoforge log
Just yapping without telling what im missing
🔥
crazy
That's why i hate forge
they still using forge for create
Ugh
Bhai
Just put any license then
@rose thicket
.
I need to make a excavator with drill as the utility 
Im gonna make a car with ts
2GB should work
Alr bet
2048MB
I got 2 GB free ram
Wait what about with create mod though
Aeronautic required create
aeronautics is for neoforge only
FU
Create doesn't even support fabric in 1.21.1
Funnily enough aeronautics seems to fix invisible textures issues with instancing enabled on flywheel
Also
it doesn't use flywheel afaik
It offer better performance than VS2
At least in desktop
Did y'all use any performance mod at all
Oh
Some people said it was compatible
Just try it and see ig
iris is incompat
sodium isn't
Iris has minor graphical issues
@timber summit so i managed to make a patch mod
it modified sable to load diff native
issue is that it can't find it
Did you manage to set the license
even tho i provided it in my mod
how is the mod gonna dlopen it if its inside a zip file
i just need to get the binary out of my shitty mod
yes
inputstream, file copy to tmp dir, load that
this is inside the mod
you literally copy pasted to code for it just a few hrs ago
do i need to load it from my mod, or will sable load it itself
if i just inputstream it
sando
ohmygod
explain how ur patchmod works
you cant just shove the .so into a jar file, you need to modify sable code
that is, write a mixin
i mixin sables loadlibrary to output android whatever
Just like vkmod does?
NO
send the code
that tries to look for the android inside the sable mod jar
not your own mod jar
how would i tell sable to load it from my mod
you need to mixin loadLibrary
you need to rewrite the entire method afaik with mixin apis
ffks
mixin jumpscare
can't i get the native out of my mod
so it gets stored in ames cache
so that sable loads it itself???
cache dir is where we execute binaries and shit
race condition
the mod will no matter what always look for a native insid eitself
thats written in loadLibrary
thats why it opens an inputstream, to extract from itself
your patchmod needs to remove that and open an inputstream to your patchmod
or, even worse, have the patchmod patch the sable jar to add the native there
whats simpler
do you mean inject the so file into the jar???
fuck that shit
yes
thats currently what this approach implies
so either that or copy loadLibrary and replace where it gets the inputstrema form into your patchmod
A
Any updates?
eriusghersuitghe
why the fuck is the grassblock in my hand fucked up
eh idc
not my problem
Any updates with the mod library thingy?
cleaning it up
will release it to github once its ready
maybe modrinth as well
oh also i need an icon for it
Create one
did you add android binary to sable?
You did not patch it correctly
Yea
send logs
log
I smell you got flywheeled
Just send log first
is this all you have to do?
its perect
Perect
no
you must get the android binary from somwhere above in this thread and put it sable
According to +t piracy I can't get support because I use zalith and not amethyst erm
skill issue
like this?
yes
still crashing on world load
do I need any settings modified in the app
Set flywheel backend to off
You can do that in flywheel config
ohh I didn't save it before
but it still crashes
yeah its still off
I'm supposed to use mobileglues right?
oh nevermind I wasn't using Java 17
Put this in faq when 
idk if i should wait for it to get approved on modrinth or not
heh
WHAT
I gotta try this shit
I had rendering issues 
Shit crashes because of some failed to create fence object with it
Probably sosium related issues with veil
What sable version?
did it fix the angle issues
1.0.6
yeah but the rendering is glitching out before shit crashes on my end
I'll stick with my native gles driver
wait is this what u compiled
yes thats the native which is needed for sable to work
