Android :: OpenGL Game Development OS 2.0.1 Plus

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.

Android :: OpenGL game development OS 2.0.1 plus


Android :: Google Group Specifically For Games Development And Using OpenGL ES?

Nov 11, 2009

Is there an Android Google group specifically for games development, especially using OpenGL ES?

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Android :: Recommendation For Game Development?

May 26, 2009

I am Bishesh and i am student of Bachelor in Information Management. I have knowledge of C, C++, J2SE and i m looking to develop a game in Android. I have been reading the documentation of Android. But i have never done a gaming project. Could anybody of you help me out with a simple game.

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Android :: Simple Game Development

Oct 20, 2009

I am new to development with android. I am a beginner. I have to develop games using android and opengles. Please send me a simple game with step by step approach. please help me in this.

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Android :: Classes To Use For UI Game Development

Aug 30, 2010

I am trying to determine how to structure the code of a simple android game I am writing. I am focused on the UI portion. The behind the scenes portion (like a pause/restart/switching/etc) does not concern me. The Android demo games source code already do a great job with this. Essentially my game will need a UI with a series of objects on the screen (roughly 100 or 10x10) that the user can interact with. I need to supply an image for each object as well as implement the touch events and animation events for each object. What I am wondering is what type of class do I use for each object so that I can successfully implement these methods and how do I implement that particular class. Note that this game only executes on a user interaction with one of these objects, meaning I don't need a "real-time" implementation.....

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Android :: Animation - Game Development Be It 2D Or 3D

Aug 17, 2010

I have been working on Android for a few months. Now i want to jump to gaming in Android. So are there any resources, ebooks, or tutorial where I can study game development be it 2D or 3D.

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Android :: Flash And Future Game Development?

Jan 11, 2010

With the promising news of Flash support for Android what will the future of Android Game development?

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Android :: Good Book For Game Development?

Nov 24, 2010

What is the best book or online resource (Article / tutorial / ebook / example / Code) for Android game development?

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Android :: Engine / API / Platform For 3D Game Development?

Jul 6, 2010

I´m new on Android 3D game development. I would like to know if there any engine/ API/ platform about 3D development that I could use. Or any tip which you could give me, like where I could start looking for.

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Android :: Game Development Framework Rokon

Sep 15, 2010

I am a beginner in Android game development, while searching i found Rokon, a framework for android game development. It has very nice five tutorials for beginning, done that all now i need some more tutorials so that i can learn more, some more complicated tasks. Now where to find other resources to continue on Rokon, or if there exists some other framework with more available tutorials?

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Android :: Animate 2D Game Smooth Without OpenGL?

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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Android :: 2d Background Image On 3d OpenGL Game

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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RPG Game Development

Jul 26, 2012

I am looking to begin developing an rpg game for android devices something like a topdown or parralax style rpg and would like to know what software i should be using I have eclipse gallileo as i am following a beginners guide to learn basic cause and affect but as i will be buying some books i would like them to be geared towards the correct systems, i am poor and would like to be able to upload my finished project for use on android devices so will not use an engine that charges around $2000 for the privilage, i thought of using java but every java rpg i have seen is very small baic graphics i dont know if this is due to them using premade tile sets or if it is somehting to do with java limiations,

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Android :: Game Development Scaling - Texture And World

Jun 26, 2010

We're looking for a method to properly scale our textures and world. The current method we're using is having an arbitrary world unit which calculates the screen resolution and receives the size of a pixel on all resolutions. However is there an easier way of implementing a scaling method for game development? We have looked through dip and other android native elements but these don't work as well for a larger scale on game development.

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Android :: Starting With Game Development - Books / Articles

Apr 23, 2010

Looking for any kind of recommendation, like books, articles, anything that aids me in getting started with game development in Android.

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Android :: Libgdx - Game Development Library With Extension

Mar 21, 2010

I'm a bit hesitant to present this here already but today i put out the first architecturally frozen release of my game development library called libgdx. I go ahead and post the content of the description page of libgdx here so you get an idea what it is all about. A series of articles is currently in preparation at my blog at. I will continue extending the library in the near future and hope that some of consider joining the effort. Without further ado, here's a simple FAQ for libgdx. === What is libgdx? === Libgdx is my attempt at a cross-platform game development library written in Java with some JNI code for performance hungry code. It abstracts away the differences between writting an OpenGL application for the desktop via Jogl and doing the same for the Android platform.

This allows you to prototype and develop your application entirely on the desktop and only needing 6 lines of code to execute it on Android. Neat, so what does it offer? Libgdx offers modules for graphics via OpenGL ES, audio, input and file i/o. All modules abstract away system specifics so you can execute the same code on the desktop and Android. The graphics module offers full bindings to OpenGL ES 1.0, 1.1 and 2.0. On the desktop almost all of the OpenGL ES functionality is emulated.

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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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Android :: Runs Phone Game Using Canvas Porting To OpenGL

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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Games :: Best Game Development Platform?

Jan 13, 2010

Found this article which was pretty interesting. Points out many reasons why indie developers should look to Android for game development as opposed to other more popular services like the iPhone.

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3D Engines For Mobile Game Development?

Apr 18, 2014

What 3D technology you use in your work? My main tool for today - Uniti3d. Like to hear opinions on other technologies.

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Android :: Ebook Or Simple Procedure Oriented Blog For Game Development

Dec 3, 2009

This to all those who are into game development. i want to start on the game development in android, and just as a starter, can anyone suggest me an ebook or a simple procedure oriented blog or some link that'll help me to get things started.

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Android :: OpenGL 2D Game Framework - Speeding / Screen Settings / Vibration

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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Android :: Android Opengl Game - How To Print Images On Screen?

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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Android :: Android OpenGL Game - App Architecture / Threading Logic

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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Android :: Suggestions About Multiplayer Game Development On IOS And Android?

Nov 12, 2010

I'm working on a simple game to experience the multiplayer game development on mobile plaforms especially on Android and iOS. I'm now planning network/multiplayer side of the game and need some advice.

Firstly i think about Google App Engine as the server side of the game. But i learned that app engine cannot connect directly to clients. So updates of the users cannot be send to others directly with this method. Then i started to think about serving the game on one of the gamers of the current session. But of course some of the features will be on the server. You think it is a good idea?

Second, I'm looking for a protocol to communicate iOS and Android. YAML and JSON are the ones i looked so far.

Any other suggestions about multiplayer game development would be appreciated. Thanks...

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Android :: 2D API / OpenGL ES For An Android 2D Game?

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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Android :: OpenGL Speed Issue - Code Contribution To Other OpenGL

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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Android :: NDK OpenGL - Mixing Java And Native - C - Calls To OpenGL API

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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Android :: How To Store Path Of Game Pawn In Turn Based Game?

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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Android : Puzzle Game With 7x7 Grid Of Graphics / How To Save And Continue Game

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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