Hello everyone.
Thank you for the great engine, it is a fresh breath from other heavy bloated engines.
My question is about the libdmengine, and more specifically libdmengine_release. Every time I bundle or rebundle android app in Defold, the engine downloads libdmengine_release. Sometimes the download is so slow that it takes up to 15 minutes just to do a build, which completely breaks the fast prototyping of games.
Why can’t the engine just cache the library somewhere in the engine’s libs folder? Is it possible to bundle android apps without an internet connection
The engine should be cached in .internal/cache/engine-archive/ but it may be rebuilt each time if you make changes to native code or to the app manifest.
Does your game use any dependencies (see Project section of game.project)? If so, which ones?
How are you building your project? From the editor? From VSCode? From the command line?
It sounds like it’s about the vanilla engine, and we don’t include the armv7-android version.
So, I would recommend turning armv7-android off in the bundle dialog during development.
That is interesting… there is no .internal/cache/engine-archive in the Defold engine’s folder. That directory also does not exits in the user directory “~/”. I am on linux (Debian 12 x86_64) by the way.
I do not change the native code, only the lua scripts that I use.
I build the project from the Defold editor, with the bundle/rebundle commands. I have also tried using bob the builder, it also does not cache the libraries.
I do include armv7-android. That is a good point.
I will try turning off armv7-android the next time I am working, and will tell you what the results are.
Can’t Defold just cache the armv7-android libraries?