This question is related to the Android port of LWJGL
So I tried installing a game of mine on my tablet. I got an error ([this thing](
https://stackoverflow.com/questions/24572052/install-failed-no-matching-abis-when-install-apk)). I added some code in build.gradle to bypass that and install it anyways.
Obviously, the error itself is clear: Missing natives. I bypassed it at the time because I thought it was a mistake
I bypass it and essentially force an install. On running it, it crashes:
java.lang.UnsatisfiedLinkError: Failed to locate library: liblwjgl.so
The only part in my code the stacktrace points to is this line:
GLES.createCapabilities();
Then it goes into LWJGL with expected calls from there.
I also tried reproducing this with the `android-test` repo to check if it's an error with my code or if it's an LWJGL issue. I reproduced it there too. And I created a third project and added that single line (along with a GLSurfaceView and the accompanying renderer of course).
I have two devices (a Samsung S6 edge and a NVIDIA shield tablet) for testing. Installing and running on my phone works like a charm. Attempting to install on the tablet fails (and when the install fail is bypassed) crashes.
Went ahead and downloaded the AnTuTu benchmark app (for the info). These two devices are very similar: same OS version, OpenGL ES version, etc. Obviously, screen size, and in general the screen hardware is different (obviously). None of the expected differences matter though. One difference is 32 vs 64 bit, but running on a 32 bit device works fine. The only remaining difference is the processor. My phone is x86 while my tablet is ARM.
Does LWJGL not support ARM Android devices?