My interpretation, not to be confused with legal advice: Add-on
products purchased via an app do not qualify as products distributed
via the Market. However, something like a pro version of an app,
purchased via a lite version that was distributed via the Market,
would be subject to this part of
Presumably all these apps are just 'phoning home' for tracking usage
stats and such - nothing malicious (whether it's a good ideas is
another question). Couldn't the same thing be done by an open intent
that is called by all of these apps? Then the apps themselves don't
need to request internet
4-5k polys per frame seems about right from my experience on a G1
On Nov 9, 1:42 pm, Patrick nemon...@gmail.com wrote:
Well I've been searching for this information for a while and can't
find any resent real world numbers, the Qualcomm® MSM7200A™, 528 MHz
is said to be able to produce
I have two phones, one running 1.5 and the other on 1.6. When I
connect the 1.6 device via usb, DDMS recognizes it and in the top-left
pane shows:
HT842... | Online | 1.6, debug
It then lists the individual processes, I can select them and use
various tools like allocation tracker.
But
on your 1.6-debug build device.
Xav
On Wed, Oct 14, 2009 at 11:14 PM, Jeremy Slade
jeremy.g.sl...@gmail.comwrote:
I have two phones, one running 1.5 and the other on 1.6. When I
connect the 1.6 device via usb, DDMS recognizes it and in the top-left
pane shows:
HT842
You have to do the floating point - fixed point conversion yourself,
then pass the fixed-point values to opengl. Something like:
IntBuffer vertexBuffer = ;
loadVertexData(vertexBuffer);
gl.glVertexPointer(3, GL10.GL_FIXED, 0, vertexBuffer);
On Oct 13, 9:57 am, Doodler
With all the new Android devices around the corner -- how do we
identify what hardware the app is running on? Specifically for game
development, I want to find out what input devices might be available
(keyboard, trackball, dpad, etc), and possibly even how things are
layed out -- dpad on the
Thanks much for the tips. It does indeed seem a bit scattered.
On Oct 10, 1:19 pm, Mark Murphy mmur...@commonsware.com wrote:
Dan Sherman wrote:
Slightly better answer than mine :)
Heh, actually, I was thinking the reverse -- I keep forgetting about
Configuration. For things
expert judging is a good idea when the judging can be detailed and
specific. When judging is limited to 1-4 stars over 4 vague
categories, large numbers are best.
On Oct 6, 2:37 am, walthes andreas.walt...@googlemail.com wrote:
the more voters, the
better for the contest.
I don't believe
I would be extremely happy to have the chance to submit an updated
app, but I agree that it is most fair overall to stick to the original
rules -- no updates.
Seems like Google screwed up quite a bit on this -- either that or it
was a conscious choice to focus on moving forward to 1.6 in
On Oct 4, 7:36 am, Jeremy Slade jeremy.g.sl...@gmail.com wrote:
I did wonder about the OpenGL command buffer limit -- any way to
verify for sure that I am hitting it?
I would be surprised if that's the case, though -- it's not a real
complex scene, maybe 3000-4000 textured
with it not giving up the lock to another thread. I wrote an article
just now that you can take a look at if you're interested in switching
-http://www.rbgrn.net/content/342-using-input-pipelines-your-android-game
On Oct 5, 9:27 am, Jeremy Slade jeremy.g.sl...@gmail.com wrote:
I'm
that you can take a look at if you're interested in switching
-http://www.rbgrn.net/content/342-using-input-pipelines-your-android-game
On Oct 5, 9:27 am, Jeremy Slade jeremy.g.sl...@gmail.com wrote:
I'm definitely not getting anywhere close to that limit
(GL_MAX_ELEMENTS_VERTICES).
I'm
, there is a case where you're not
clearing and not drawing sometimes when a frame is drawn? I'm just
imagining a piece of code that says, Did anything change? No? Then
just return. That would causeflicker.
On Oct 5, 3:17 pm, Jeremy Slade jeremy.g.sl...@gmail.com wrote:
I'm trying
? There is a known
issue with the GUI thread being bombarded with touch events when the
user touches the screen. The effect of these events can be to starve
your other threads of CPU time.
On Oct 5, 3:27 pm, Jeremy Slade jeremy.g.sl...@gmail.com wrote:
I'm definitely not getting anywhere close
. To achieve this it
flips the buffers and draws the remaining items on the live screen.
If I am remembering correcly this could explain what you are seeing.
--
Ruchard
On Oct 3, 8:08 pm, Jeremy Slade jeremy.g.sl...@gmail.com wrote:
I'm trying to clean up some rendering issues for a 3D
I'm trying to clean up some rendering issues for a 3D game --
CowPotato (http://www.cyrket.com/package/
com.froogloid.android.cowpotato). I could use some help on one issue.
Basically I'm seeing some flickering, like the next frame is getting
flushed before everything is drawn. It is
Just wanted to share a bit more on CowPotato
I did all the gameplay, which first meant building a 3D game engine.
I'm new to Java and Android, only dabbled in OpenGL, etc -- there was
a bit of a learning curve. It felt like quite an achievment to have
spinning triangles on screen after only a
I my main app and tests are organized like this (standard from
android create project ...):
AndroidManifest.xml
assets/ -- main app asset files
src/
tests/
AndroidManifest.xml -- uses instrumentation to point to the
main app
assets/ -- test-specific asset files
19 matches
Mail list logo