Android :: Displaying Text As Score In OpenGL Game
Nov 16, 2009
I have a the beginnings of an Open GL game running, and have gotten to the point where it would be nice to have the FPS displayed. Since I will probably want to be able to put score or other info up anyway, I started searching for how to do that. I found the SpriteTest example, It looks nice, but really complex. Is there an easier way?
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Oct 13, 2010
What do you think is the best phone for OpenGL ES based game development? Large screen, OS 2.0.1+. Maybe even having the shaders path accessible from NDK.
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Sep 14, 2010
im currently playing around with a Game that architecture is basically like the example 2d Games like JetBoy / LunarLander and so on. But as things now running (and animating continuously) they have kind of "hiccups" when the GC is running. I have done all i can to allocate as much Objects in front. There is nearly nothing that is created "new" besindes some Strings that are used to set the Score and so on. (TextView doesn't take int's =( - So do you have similar Problems that the GC is "lagging" your 2s game ? any solutions ?
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Feb 12, 2009
I need to draw a background of 320 x 480 (fullscreen) for a OpenGL game. What I did was to stretch the texture to 512 x 512 and mapped it to 320,480 quad and then drew the rest of the game elements. I tried changing the texture image to 256x256 and no noticeable improvement in speed. Game was horribly slow even on the real device. It is actually slower on the device than on the emulator... I think i am the first one to have such a situation.. I am drawing a max of 12 triangles only 2 for background and rest are 64 x 64 textures. on 5 quad made with 10 triangles. I have disabled Depth, Lighting already. Only blending enabled as I use transparent PNG for texture of sprites. render cycle is like this - draw the background - draw the sprites (only 5) [with 10 triangles only] - swapbuffer... Please don't advice me to use 2d canvas, bitmap etc... I need to do it in OpenGL only. don't think OpenGL ES 1.0 is so incapable that it can't give me atleast 25-30 fps with just 12 triangles which you one 256x256 texture and one 64x64 textures (used by 5 quads...
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Jun 18, 2009
My game runs fairly well on my phone, but i want to increase the performance by using opengl. However currently i use the Canvas. I am a beginner in opengl. I have to port all my drawing code to opengl. However can somebody give me directions. For example how do i do the following in opengl:
c.save();c.scale(0.3f+scale, 0.3f+scale, width/2, height/2) c.drawBitmap( bMsg.bitmap, width/2 - bMsg.bitmap.getWidth()/2,dy+height/2 - bMsg.bitmap.getHeight()/2, MESSAGE_PAINT);c.restore();
And why cant i just use Canvas as an abstraction layer (facade) for opengl. An implementation of canvas could call the correct opengl methods in order to render. Why do i have to port all my code. I thought the canvas was a good abstraction interface to a drawing surface, why do i have to bother with opengl? It looks like this is possible, when is see the following contructor: "public Canvas (GL gl)" Also the this seems usefull. SURFACE_TYPE_GPU Surface type: creates a surface suited to be used with the GPU So what should i do? Re implementing the GamePainter completely and call opengl functions directly? Or is there some kind of abstraction mechanism, so that i can use OpenGL with just a few lines of code?
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Sep 18, 2009
I've been working on a game framework for a little while, and while its far from perfect, I've put the current version online. To be honest, I haven't used much OpenGL in the past. Before last week I had never tried using it. If anyone would like to take a look, please do, I'd appreciate all the help possible on speeding it up. There are many features I have in mind and am planning at the minute, but so far it supports:
# Texture and Sprite management # Text, using TTF fonts # Organised layers # Two audio management classes, one optimized for music, the other for sound effects # Sprite dynamics (acceleration, terminal velocity, collisions) # Animation # Handlers to manage events fired through movement, animation, screen touches, accelerometer input, device shaking and collisions # Several minor features aimed at speeding development, such as screen settings and vibration.
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Feb 4, 2010
I'm trying to develop a 2D game to android using opengl. I know how to print images on the screen and animate them. But in my game I have a map and a want to zoom in and out and scroll the map. But I can't figure out the best way of doing it.
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Apr 8, 2010
Surprisingly, I don't seem to have issues with the OpenGL side of things (which is very unusual), but my problems stem from getting a clear idea for app architecture and a few other problems. Right now, most tutorials on the net just describe the render portion. I know that when I create a GLSurfaceView and hook a Renderer into it, it uses it's own thread for rendering.
I want to do logic operations and other gameplay stuff (like moving characters and whatnot) in it's own thread as well. Can anyone explain a good approach to this? I'm guessing the two threads will have to be synchronized (do logic, render, repeat), and limited based on time so that it performs smoothly across different devices.
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Jan 11, 2010
I am having issues in displaying Thai text in my HTC Hero device.Using SetText Function, i am unable to display the THAI text.when i run the App, i find square boxes, in place for the Thai text.please let me know the cause and solution, if anyone knows it.Similar issue is seen in Greek also.
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Aug 27, 2009
I'm currently developing a small OpenGL game for the Android platform and I wonder if there's an easy way to render text on top of the rendered frame (like a HUD with the player´s score etc). The text would need to use a custom font also. I've seen an example using a View as an overlay, but I don't know if I want to do that since I might want to port the game to other platforms later.
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Nov 8, 2010
I'm planning to develop a 2D game for Android devices without a dedicated GPU, like the HTC Wildfire. I remember from the PC that OpenGL is generally to be chosen over something like SDL for 2D graphics because of speed and features. On Android, there are two APIs for graphics: A "normal" 2D API (does it have a name?) OpenGL ES 2.0 Which one should I favor for a 2D game that should run on Android devices without a dedicated GPU?
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Sep 12, 2009
I have a LinearLayout defined in XML that I want to use repeatedly to display elements of a list. The XML-layout looks like this:
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:orientation="vertical"
android:layout_width="fill_parent"
android:layout_height="wrap_content"
android:background="@drawable/background"
android:paddingBottom="5px">
<TextView
android:id="@+id/destination"
android:layout_width="fill_parent"
android:layout_height="wrap_content"
android:textSize="22dp"
android:text="@string/test_destination"
android:paddingLeft="5px"/>
<TextView
android:id="@+id/date"
android:layout_width="fill_parent"
android:layout_height="wrap_content"
android:textSize="15dp"
android:text="@string/test_date"
android:paddingLeft="5px"/>
<TableLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:id="@+id/info"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
android:paddingLeft="5px"
android:paddingTop="10px" >
I gather information about certain events from a webpage, and then I want to display all events in a list using the above layout for each event. My current approach is to have a LinearLayout as parent and then adding each event as a row.
Problem number one is to add the layout to each event (the number of events is varying). I.e., I want to dynamically inflate this layout for each event. I also don't want the text to be hard coded into the layout (as above) but added at runtime. I don't know how to do this. I have tried something like the following without any success.
LinearLayout eventView = (LinearLayout) findViewById(R.layout.event);
parentView.addView(eventView);
Problem number two is then to add these layouts to the parent view group and display it on the screen. When I try to do this using parent.addView(child), the program crashes at runtime and I can't figure out why.
It's kind of hard to describe the specific problem, since I'm new to GUI-programming on Android and I'm sort of programming by trial and error right now. Anyway, if you are able to help me with some of the problems it would be greatly appreciated. Linus
EDIT:
The problem now is adding text dynamically to the TextViews. I try this:
TextView dest = (TextView) findViewById(R.id.destination);dest.setText("myText");
only to discover that dest is null. Any ideas why and how to fix this?
EDIT 2:
I have narrowed the problem even more, but I really don't understand its nature. This is the trouble-method: Code...
it somehow works (even though the events are displayed in reverse order). Anyone knows what's going on here?
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Sep 10, 2010
I'm creating an opengl es application and I would like to be able to dynamically create the text of my buttons etc.
The 2 obvious reasons for that are:
-to be modular (changing the text quickly without using photoshop)
-to be able to add languages later down the line
give me the basic steps/functions to:
create textures form text load custom fonts to display text textures with the chosen custom font indicate if I can use this for loading Kanji ?
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Apr 10, 2013
Say I want to make an app with certain tutorials...A lot of em..
I've classified them and made lists (like several buttons)...leading to the activity displaying the corresponding tutorials.
Now since most of them are going to be mostly text , What is the best way to implement it ?
I want it to be scrollable ...and zoomable and simply Display all the steps of the tutorial vertically on one page (like we see in MS word- neat.)
What's the best option I can use for this ?
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Feb 25, 2009
Single Threaded OpenGL game ! (check bottom, you can download and use the helper class) Lighting disabled ! Depth Buffer disabled ! Culling enabled ! Textures disabled !
Just 176 integers (x,y values only) making 88 vertexes along with 132 index numbers making "44 triangles only"
Framerates I get is
with GL_BLENDING disabled - 145 fps approx only! enabled - 110 fps approx only!
I have the screenshot of exact code in the draw function here.. just 2 damn lines ! I have hidden only the comments.. click here to see it http://prasna991.googlepages.com/drawframe.png
variable details in the 2 lines of code =========================== ipts = 176 elements (only x and y for each vertex) totallinetriangles * 3 = 176 lineindexes = 132 elements - type "short"
Here is the screenshot of output drawing and how it will look like http://prasna991.googlepages.com/screen.png
OpenGL single threaded Initialization Helper ================================ Here is my OpenGL helper class.. makes the OpenGL initialization for newbies a cakewalk http://prasna991.googlepages.com/OpenGLHelperclass.txt
I tested by rendering on the touch event only.. frame rate drops only when u touch and drag and here I have just tested by tapping and releasing gently on the emulator and on the device
Is this the device limitations ? So graphics is actually a lot lot lot slower than on iPhone ?
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Jul 24, 2010
I would like to be able to use the OpenGL API from both Java and C (via NDK).
In Java, there is a GL object passed, which has all GL methods on it.
In C, you just talk to the native library.
In a single onDrawFrame callback (for which Java is passed a GL), can I use methods on the GL object, and also call NDK methods which access the openGL library?
In other words, is the GL object just a wrapper for the same instance of the native library?
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Jul 22, 2009
I am trying to make a high score table that shows the highest 10 scores in a game? so i was thinking of adding an activity (for that) in my game. once the player loses, the activity is called and it asks for his name after showing his score. after that a high score table pops up showing the highest 10 scores.
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May 6, 2010
I am looking for a score keeper app for dart games. I can not find one on the marketplace. Are there any available?
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Nov 14, 2009
I'm a big Jeopardy geek, and while I use a web-based app to figure out my score as I watch, I'd love to have an app for my phone. You may all point and laugh now.
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May 21, 2010
Awesome App if you are into sports. I just grabbed it, and I prefer it to SportsTap already. I had been looking for a ticker like this since I got my Droid!
Score Mobile for Android Launches | Android Phone Fans
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May 18, 2010
I'm looking for an app that will act as a scorecard and also be able to track stats such as fairways hit, greens in regulation, up & downs, sand saves, etc. Added bonus if it will calculate my handicap. Anyone out there have any favorites? Paid apps are okay. GPS distances are not a priority for me.
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May 22, 2010
I have a square grid, for a turn based game ( grid is similar to the chess board ), but the moves in the games are different based on whether you have lapped your opponent pawn at least once or not.i.e if you have not lapped (beaten any of the opponents pawns) in the outer most grid as below.if you have lapped your opponent pawn once at least, then you get to reach home,this way.Any player having all his pawns reaching "home" first wins.The ones in yellow are safe-houses, i.e both the opponent pawn and the player's pawn get to stay in the same grid, this is not considered to be lapping ( the opponent ).The lapped pawn will return to its start point.Now the question is, what is the effective way to store the paths for the all the pawns.we will have 4 pawns for the player and 4 opponent pawns.Is there any pattern to store such static information, in a elegant way?
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Nov 12, 2010
I have a puzzle game with a 7x7 grid of graphics, and a timer, its just about ready to go. But I am stuck on how to go about saving/continuing game. For example when someone exits I want them to be able to save and exit, then come back and click continue to pick up where they left off with all of the graphics in the right place, timer and score. I looked at onSaveInstanceState android examples, but not sure if this is what I need or how to implement it in my case.
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May 14, 2010
Please note: Discussion for this thread has been shifted to the Developer category, since I realised it's more developer than gamer focused. Dear Developers and Friends, I'm Junde from Scoreloop and we're extremely pleased to announce the public release of our Scoreloop Core Social SDK for Android! (and iPhone) Along with the release comes an updated developer area to more easily configure game settings, and a new support forum/FAQ to assist with implementation. To download, just sign up at Scoreloop | Download At the same time we'd also like to announce the addition of the MySpace SDK, so that you can now enable your users to connect to their MySpace social graph. To reward the first developers to integrate this functionality, MySpace is offering 1M ad impressions on their Android/iPhone App to the best social integrations with the MySpace support by June 30th.
Our goal is to give game developers the tools and infrastructure they need to make better, more social games, in a fully customizable and modular way. With the public release of Core Social, every developer is now able to do just that.
Here's a brief list of some features you immediately have access to:
- Global Leaderboards
- Friend Finding
- Social Network Publishing (MySpace/Facebook)
- Social Discovery (Cross-Promotions / Friend Recommendations)
- Player Challenges
- Online Profiles
- In-Game Currencies
- Location Awareness
- Achievements (iPhone only, soon Android)
- Downloadable Content: Virtual Goods/Services (coming soon on Android)
With the Core Social SDK release, it comes with a default lightweight high scores board, where you can customise backgrounds and colours, as well as a more advanced and customised features version.Lightweight, very easily integrated High Scores board. (Colours and images customisable)Or a more advanced custom integration, with exciting gameplay challenges using coins. Screenshot from Toss It! and Jewels Do drop us a visit at www.Scoreloop.com. We look forward to playing your exciting Android games!
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Jun 26, 2010
Whats your mflops score on Linpack? mflops.jpg
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Nov 22, 2009
I coach my son's little league team, and I am looking for an app to record box score info preferrably one that is similiar to iScore for the iPhone. To view this app go to iScore Baseball - Product Info.
Is there an app like this for andriod?
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Nov 8, 2010
I just wanted to post my quad score on my D1...
ROM = FLY1.71
Kernel = Slyher 1.1ghz (setcpu @ 1.1)
Theme = none
anybody else care to share?
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Sep 25, 2010
can someone explain the quadrant score to me and if it really means anything? last weekend when i first rooted my DX seemed super fast. had a score of 1580+. then i bricked it and now with almost the exact same set up the most i get is 1403. i dont know if maybe i need to clear out some memory or is there another way to improve it. im running 2.3.15. then i had 2.3.13 but i thought the newer one would be an improvement. idk now.
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Mar 12, 2012
How do I root my zte score from cricket,,,need
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May 6, 2012
Been looking for a root for My ZTE Score(x500). Really want to get it rooted so i can really play around with the phone but nothing has worked to root it ,
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