Hi pjasicek! AWESOME work! So well done. \o/
Even runs on my Motorola Droid 4 (2011 phone) under Maemo-Leste!
[In-game. not menu] Gets about 4fps with mesa software rendering. Switching to opengl, with gl4es the start menu runs fine, but as soon as game is started gl4es segfaults.

INFO: "/level_metadata/level3.xml": level metadata file successfully loaded.
INFO: "/level_metadata/level7.xml": level metadata file successfully loaded.
INFO: "/level_metadata/level6.xml": level metadata file successfully loaded.
INFO: Display changed. New Width-Height: 960-540
INFO: Changing to: 3
ERROR: [MEMORY_PROFILER] Memory profiler not supported on this platform !
Thread 1 "openclaw" received signal SIGSEGV, Segmentation fault.
0xb4e2c9a4 in glGenerateMipmap () from /usr/lib/arm-linux-gnueabihf/libGLESv2.so
(gdb) bt
#0 0xb4e2c9a4 in glGenerateMipmap () from /usr/lib/arm-linux-gnueabihf/libGLESv2.so
#1 0xb4d4cc1e in realize_textures (drawing=drawing@entry=1)
at /big/src/gl4es/src/gl/texture_params.c:911
#2 0xb4d1cf88 in draw_renderlist (list=<optimized out>, list@entry=0x6459858)
at /big/src/gl4es/src/gl/listdraw.c:689
#3 0xb4d134ee in gl4es_flush () at /big/src/gl4es/src/gl/gl4es.c:1010
#4 0xb4d4b2b4 in gl4es_glBindTexture (target=34037, texture=<optimized out>)
at /big/src/gl4es/src/gl/texture_params.c:192
#5 0xb6ef8138 in ?? () from /usr/lib/arm-linux-gnueabihf/libSDL2-2.0.so.0
Backtrace stopped: previous frame identical to this frame (corrupt stack?)
(gdb)
Perhaps it's a simple fix since menu code works fine. Possibly related to mipmap? I don't see a need for mipmaps.
[EDIT]
export LIBGL_MIPMAP=3 gets me past the segfault but white-screen in-game :)
[PLANE CREATION]: Elapsed microseconds: 109283
[PLANE CREATION]: Elapsed microseconds: 528137
[PLANE CREATION]: Elapsed microseconds: 5279
WARN: [CalculatePatrolBorders] Did not find raycastResultLeft intersection for actor: Level13_BearSailor with position: [X: 11662.000000, Y: 865.999981]
WARN: [CalculatePatrolBorders] Did not find raycastResultLeft intersection for actor: Level13_BearSailor with position: [X: 7784.000000, Y: 994.000023]
WARN: [CalculatePatrolBorders] Did not find raycastResultLeft intersection for actor: Level13_BearSailor with position: [X: 12383.000000, Y: 738.000023]
WARN: [CalculatePatrolBorders] Did not find raycastResultLeft intersection for actor: Level13_RedTailPirate with position: [X: 11981.000000, Y: 738.000023]
INFO: Level loaded !
INFO: Level name: Level - 13
INFO: Level author: Monolith Productions Inc.
INFO: Level created date: July 8, 1997
INFO: Loading startup ingame commands...
[GAME LOADING]: Elapsed microseconds: 22891021
INFO: Changing to: 4
INFO: Changing to: 5
ERROR: [AmmoUpdatedDelegate] Unknown ammo type: 1
ERROR: [AmmoUpdatedDelegate] Unknown ammo type: 2
fluidsynth: error: Unable to open file "/usr/share/sounds/sf3/FluidR3Mono_GM.sf3"
fluidsynth: error: Couldn't load soundfont file
fluidsynth: error: Failed to load SoundFont "/usr/share/sounds/sf3/FluidR3Mono_GM.sf3"
fluidsynth: warning: Failed to pin the sample data to RAM; swapping is possible.
fluidsynth: warning: Failed to pin the sample data to RAM; swapping is possible.
looks like it's running - 94% cpu.
Hi pjasicek! AWESOME work! So well done. \o/
Even runs on my Motorola Droid 4 (2011 phone) under Maemo-Leste!
[In-game. not menu] Gets about 4fps with mesa software rendering. Switching to opengl, with gl4es the start menu runs fine, but as soon as game is started gl4es segfaults.

Perhaps it's a simple fix since menu code works fine. Possibly related to mipmap? I don't see a need for mipmaps.
[EDIT]
export LIBGL_MIPMAP=3 gets me past the segfault but white-screen in-game :)
looks like it's running - 94% cpu.