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Looking at the c++ extension tutorial on godot wiki everything makes perfect sense except the separation dealing with android modules: http://docs.godotengine.org/en/stable/development/cpp/creating_android_modules.html

What exactly is the difference between creating a regular c++ godot extension and creating an android extension using the guide above? I thought you can simply create your c++ extension and compile for godot for android the normal way with your c++ extenstion like so: http://docs.godotengine.org/en/stable/development/compiling/compiling_for_android.html

efel
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  • I believe the issue is that when you need to use native android libraries. When you develop c++ modules, you can statically compile everything and make it usable on android. If you need to access android native toolkit or the play store, you have to use the android JNI. – user1462442 Dec 16 '17 at 18:51
  • I see. Its hard to verify this as its not anywhere in the documentation – efel Dec 22 '17 at 11:56
  • The whole point of Java JNI is for c++ code to call java managed code. – user1462442 Dec 27 '17 at 22:37

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So a C++ Module is an extension to the Godot Engine that helps us add more features to the Godot Engine.

Whereas an Android Module is also for adding a way to interface between Andriod and C++ code of the engine. As written in the docs and I quote,

On Android, interfacing with C++ through JNI (Java Native Interface) isn’t as convenient.

So Andriod Modules will/should help you set up ads, analytics, notifications and more in Godot games.

Minraws
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