[android-developers] Re: [RFC] What are your thoughts on cross-platform development for Android and iOS?

2015-03-21 Thread Mario Zechner
Great input, thanks! As you said, with a cross-platform UI solution, there will always be platform/OEM/device specific issues that need special care. We can solve a lot of these on our end. There will obviously be cases we can't anticipate. The take away for me here is, that it should be

[android-developers] [RFC] What are your thoughts on cross-platform development for Android and iOS?

2015-03-20 Thread Mario Zechner
Hi, i'm the guy behind libGDX (http://libgdx.badlogicgames.com) and am currently also working on RoboVM (http://www.robovm.com) which allows you to run Java/Scala/Kotlin/... on iOS. Just like with libGDX, my main concern with RoboVM is to make cross-platform app development easier for people

[android-developers] Softkeyboard Problems (Fullscreen + GLES)

2011-06-21 Thread Mario Zechner
Hi, i fooled around with the softkeyboard API a little and tested it on a couple of phones. My test setup is an activity with a GLSurfaceView set to fullscreen. When the screen is touched the softkeyboard is brought up via InputMethodManager manager =

[android-developers] Re: Multi-touch pointer ids on Sony Xperia Play spurious ACTION_DOWN events

2011-05-17 Thread Mario Zechner
; fragmentation as defined above... not so much. --Mike On Mon, May 16, 2011 at 7:08 PM, Mario Zechner badlogicga...@gmail.comwrote: I don't have direct physical access to an Xperia myself so i can't comment on the button issues Robert discovered. It looks indeed as if Sony was brewing

[android-developers] Re: Multi-touch pointer ids on Sony Xperia Play spurious ACTION_DOWN events

2011-05-17 Thread Mario Zechner
).  It might not be very obvious though.  With a little case, the app should be able to recover gracefully. Hope that helps, Jeff. On May 16, 12:58 pm, Mario Zechner badlogicga...@gmail.com wrote: A user reported an ArrayIndexOutOfBoundsException today in ourmulti-touchhandler. We

[android-developers] Multi-touch pointer ids on Sony Xperia Play spurious ACTION_DOWN events

2011-05-16 Thread Mario Zechner
A user reported an ArrayIndexOutOfBoundsException today in our multi- touch handler. We store x/y/touchState on a per pointer id basis in an array. Dirty? Yes, but it worked on all devices so far. Usually pointer ids are handed out like this: first finger goes down - pointer Id 0 second finger

[android-developers] Re: Multi-touch pointer ids on Sony Xperia Play spurious ACTION_DOWN events

2011-05-16 Thread Mario Zechner
On May 16, 12:58 pm, Mario Zechner badlogicga...@gmail.com wrote: A user reported an ArrayIndexOutOfBoundsException today in our multi- touch handler. We store x/y/touchState on a per pointer id basis in an array. Dirty? Yes, but it worked on all devices so far. Usually pointer ids

[android-developers] Re: opengles question (to change content of vertexbuffer used in gldrawarrays)

2011-05-02 Thread Mario Zechner
Do not call glBufferSubData, use glBufferData instead. The former is dog slow on most mobile GPUs for various reasons (pipeline stall if that buffer is currently in use etc.). Also, do not use Buffer.put(int index, float value) if you can instead use the bulk put operations. For direct Buffers

[android-developers] Re: Help needed on porting Flixel Framework to Android. Current issue: switch from canvas draw to opengl es

2011-04-28 Thread Mario Zechner
Neat, a Flixel Android port would indeed be a nice to have. I saw that the project is actually not an Actionscript 3 project but a Java based project. Might i suggest basing the Android Flixel port on libgdx [1]? Benefit: it would also run on the desktop (windows, linux, mac) and the nasty OpenGL

[android-developers] Re: Honeycomb / 3.0 / Critical Java NIO Regression for duplicate()

2011-04-28 Thread Mario Zechner
My fsm, Mike! You must either be sick or getting tired. A 2 paragraph, 140 words reply? SCNR, just kidding :) Glad to see you alive and kicking. Thanks for the bug report, that will save me some grieve. On 29 Apr., 02:49, MichaelEGR foun...@egrsoftware.com wrote: Hah.. yes..  A minor oversight

[android-developers] GLSurfaceView + Android 2.3.x = EGL_BAD_ALLOC

2011-04-13 Thread Mario Zechner
Hi, i got some reports from users of our framework that opening/closing an OpenGL ES based app would force close with an EGL_BAD_ALLOC after ~20-30 open/close cycles on an Android 2.3 device. To eliminate any problems related to our framework i wrote the simplest GLSurfaceView based app i could

[android-developers] Re: 3d engine advices

2011-04-13 Thread Mario Zechner
The overhead introduced by Interfaceing GL10/GL11 and GL20 is neglible i'd say. Sadly, there's no work around for that, i'd have prefered a static method solution if at all possible, but so is live. In real- world scenarios that overhead does not have an noticeable impact on your performance,

[android-developers] Re: GLSurfaceView + Android 2.3.x = EGL_BAD_ALLOC

2011-04-13 Thread Mario Zechner
Forgot to add: the problem does not appear on Android 2.3 (tested on Hero 1.5, Droid 2.1.1, HTC Desire HD 2.2.2). On 13 Apr., 14:31, Mario Zechner badlogicga...@gmail.com wrote: Hi, i got some reports from users of our framework that opening/closing an OpenGL ES based app would force close

[android-developers] Re: Libgdx vs. andengine

2010-12-22 Thread Mario Zechner
Full disclosure: i'm the developer of libgdx. I think both have it's merits. Andengine will get you up and running faster than libgdx but is less flexible and slower in terms of rendering speed. It has a couple of nice features though that libgdx doesn't have (and vice versa). Libgdx is not a

[android-developers] Re: OpenGL Problem with Sphere Texture Mapping

2010-12-22 Thread Mario Zechner
On 22 Dez., 20:42, Robert Green rbgrn@gmail.com wrote: 3DVec normal = (sphereCenter - point).normalize(); 3DVec normal = (point - sphereCenter).normalize(); Or your world will be upside down. Unless my brain is totally borked :) (could well be, 4am here...) -- You received this message

[android-developers] Re: Libgdx vs. andengine

2010-12-22 Thread Mario Zechner
me into new and strange concepts from Android while AndEngine is more integrated with Android way. Anyway I'll follow your suggestion: I will try to evaluate both to get an hands on decision (maybe I'll blog about the experience). Thank you, Pedro Duque On 22 December 2010 23:49, Mario

[android-developers] eglSwapInterval not exposed

2010-12-16 Thread Mario Zechner
Hi, i was curious to see whether the vsynch that is default on all devices is actually a hardware limitation of a software limitation. For this i first tried to get EGL_MIN_SWAP_INTERVAL. Neither EGL10 nor EGL11 expose that constant. Fair enough, the official EGL headers show me the constant

[android-developers] Re: eglSwapInterval not exposed

2010-12-16 Thread Mario Zechner
draw directly to the screen, so this isn't meaningful.  You are always drawing into a surface flinger surface, which is composited to the screen when you are done, and screen compositing is vsynced. On Thu, Dec 16, 2010 at 5:21 PM, Mario Zechner badlogicga...@gmail.comwrote: Hi, i

[android-developers] Re: Gamine 0.3 (3D game engine)

2010-12-12 Thread Mario Zechner
We switched from LGPL to Apache 2 for exactly that reason in libgdx. I'd recommend using it for your engine. Looks neat btw, keep up the good work! On 12 Dez., 19:24, Emmanuel emmanuel.ast...@gmail.com wrote: Do you have a suggestion for a different license?  I don't want to create any

[android-developers] Re: compatible-screens and uses-gl-texture ?

2010-12-12 Thread Mario Zechner
I think the only thing needed is a manifest tag that let's you specify the OpenGL ES profile you want to work have available. That feature is already there but it seems some devices don't report it correctly. Everything else can and should be checked at runtime. That's what the extension string

[android-developers] Re: Android 2.3: eclipse reporting Unable to execute dex: null

2010-12-06 Thread Mario Zechner
I have the exact same issue. I went the exact same route as the original poster. The verbose output of all the Android tools in Eclipse is not all that verbose it turns out. However, digging up the .log file in $workspace/.metadata/.log brought this up: !ENTRY com.android.ide.eclipse.adt 4 0

[android-developers] Re: Android 2.3: eclipse reporting Unable to execute dex: null

2010-12-06 Thread Mario Zechner
Forgot to mention my system specs: Windows 7 Home Premium 32-bit, JDK 1.6.0_22, Eclipse Helios SR1. On 7 Dez., 00:16, Xavier Ducrohet x...@android.com wrote: gotta love the error message. *sigh* From what you're saying you have all that's needed. Have you tried using the Sun VM instead of

[android-developers] Re: Android 2.3: eclipse reporting Unable to execute dex: null

2010-12-06 Thread Mario Zechner
. On Mon, Dec 6, 2010 at 4:42 PM, Mario Zechner badlogicga...@gmail.com wrote: I have the exact same issue. I went the exact same route as the original poster. The verbose output of all the Android tools in Eclipse is not all that verbose it turns out. However, digging up the .log file

[android-developers] Vertex buffer object corruption on MSM720xa

2010-10-31 Thread Mario Zechner
Hi there, i was refactoring some of my code today and wanted to minimze buffer object binds. My use case is it to bind a vertex buffer/index buffer pair once and batch up rendering as much as possible. Each batch is uploaded to the currently bound vbo. This works as expected on all tested

[android-developers] Re: GLES/IntBuffer/?? Mis-placed verts?

2010-06-14 Thread Mario Zechner
A screenshot of the error would help a lot. I suspect z-fighting of some sort given the information you gave us so far. On 13 Jun., 23:30, Samsyn d...@synthetic-reality.com wrote: and no, it's not 'the last triangle in the mesh'  Seems fairly evenly distributed in that way, so I no longer blame

[android-developers] Re: Avoiding float operations in game design

2010-06-08 Thread Mario Zechner
What you are searching for is called fixed point math. The reason to do this on Android is that many current devices don't have a floating point processing unit. This will change in future devices i'm sure (all second generation devices seem to have an FPU). If you work in Java it does not pay of

[android-developers] Re: Avoiding float operations in game design

2010-06-08 Thread Mario Zechner
First: what you are in need off is called fixed point math which is implemented by using integers, deciding how many low bits to use for the fractional part of a number and then do some shift magic to do basic math operations. It's an old trick used mainly on devices that do not have an FPU like

[android-developers] Java OpenGL ES 2.0 bindings

2010-06-08 Thread Mario Zechner
Hi, i just found out (thanks James) that the new Java GLES 2 bindings are missing a vital method: glVertexAttribPointer(int indx, int size, int type, boolean normalized, int stride, Buffer ptr) That's the only thing in there and takes a buffer. Given only that we can not use VBOs in OpenGL 2.0

[android-developers] Re: Java OpenGL ES 2.0 bindings

2010-06-08 Thread Mario Zechner
Awesome, thanks for the quick reply! On 8 Jun., 20:40, Romain Guy romain...@android.com wrote: Our OpenGL guy is looking into it :) On Tue, Jun 8, 2010 at 10:15 AM, Mario Zechner badlogicga...@gmail.com wrote: Hi, i just found out (thanks James) that the new Java GLES 2 bindings

[android-developers] Box2D on Android via JNI

2010-05-14 Thread Mario Zechner
Hi there, i thought i'd post a link here for future reference. I wrote a complete JNI bridge to the latest Box2D release for Android. All relevant classes are wrapped via lightweight Java counter parts, all listeners except the destroy listener are exposed, all joints are support and so on and so

[android-developers] Re: How to create Android library in Eclipse?

2010-05-04 Thread Mario Zechner
Actually, i do something a bit nasty to get a seperate Android library project. In your SDK folder you have several android jars for the different Android versions. I simply create a Java project and add the lowest Android version jar i want to support as a dependency et voila you have a nice

[android-developers] Re: Device Seeding Program for Top Android Market Developers

2010-05-03 Thread Mario Zechner
Got my N1 on friday but missed the fed ex guy. Just received it 2 hours ago, Graz, Austria from Netherlands. Thanks a bunch Google! On 3 Mai, 17:43, heedrox heed...@gmail.com wrote: TreKing: for those of us (including me) that have not received the N1, I think we still would like to hear

[android-developers] Re: Change the playback rate of a track in real time

2010-05-02 Thread Mario Zechner
i have written jni wrappers around mpg123 and libvorbis for android. you can find them included in libgdx which is available at http://code.google.com/p/libgdx/. More info can be found at http://www.badlogicgames.com or you can email if you have any questions. writting to a wav file is not

[android-developers] Re: Maximum Texture Units

2010-05-01 Thread Mario Zechner
texture units are only needed for multitexturing, of which the most common use is for lightmapping. On Apr 30, 4:57 pm, Mario Zechner badlogicga...@gmail.com wrote: The number of texture units and the maximum texture size are not really related in any way. The number of texture units tells

[android-developers] Re: Maximum Texture Units

2010-04-30 Thread Mario Zechner
The number of texture units and the maximum texture size are not really related in any way. The number of texture units tells you how many textures you can use simultaniously when drawing geometry (how many textures can be bound at once). You can have more textures in video ram than there are

[android-developers] Re: Finally, I published my Android/GAE based MMO War Game

2010-04-29 Thread Mario Zechner
Got spamed too. Not holding my breath that anything will be done about it though... On 28 Apr., 22:22, Mike michaeldouglaskra...@gmail.com wrote: Also, section 3.8 of the Android Market Terms of Service covers unfair competition law.  Encouraging 5 star comments on your app in exchange for

[android-developers] Re: glTexImage2D very slow on phones like Nexus one

2010-04-19 Thread Mario Zechner
compare to 20ms with a full screen tex).That's very funny. I'm working on some libs, which will be used for our tools and games. When a full screen update only takes 20+ms, it's usable in some conditions as it already gets at least 40fps. On 4月17日, 下午6时22分, Mario Zechner

[android-developers] Re: What format and tools do you use for music in your games?

2010-04-19 Thread Mario Zechner
I'm also sticking to ogg at the moment which of course limits the amount of music i can pack into my games. For production is use some tools from drpetters, namely sfxr for 8-bit sound effects as well as audacity and cubase for heavy lifting. Another way i plan on lifting the application size

[android-developers] Re: Is the bad MotionEvent/Touch slowdown stuff actually fixed on first-gen 2.1 updates?

2010-04-18 Thread Mario Zechner
I can confirm that the issue is still there in Android 2.0.1 on my Milestone as well (and more pronounced) on my HTC Hero which still runs 1.5. I put together a quick test that you can download from http://file-pasta.com/file/0/touchflood.apk (Note: it's 300kb because i used a game dev framework

[android-developers] Re: Is the bad MotionEvent/Touch slowdown stuff actually fixed on first-gen 2.1 updates?

2010-04-18 Thread Mario Zechner
the constant-touch controls.  Contact me if you have experience fixing this problem and are sure you can do it. On Apr 18, 5:41 am, Mario Zechner badlogicga...@gmail.com wrote: I can confirm that the issue is still there in Android 2.0.1 on my Milestone as well (and more pronounced) on my

[android-developers] Re: NDK / glsl / Es 2.0 advice please?

2010-04-17 Thread Mario Zechner
Hi, OpenGL ES 2.0 (GLES2) is completely based on writting your own vertex and fragment shaders. Both types serve a specific purpose. Vertex shaders in their most basic form are responsible for transforming the incoming vertex position. This includes moving them from object to world space, from

[android-developers] Re: glTexImage2D very slow on phones like Nexus one

2010-04-17 Thread Mario Zechner
It seems that the msm chips are notorious for having a low bandwidth. There's really no solution to that problem other than 1) lowering your texture size 2) lowering the bit depth of the texture, e.g. instead of using RGBA use RGBA444 or RGB565 2) uploading your texture in patches, e.g. split

[android-developers] Re: OpenGL and the use of ByteBuffers

2010-04-16 Thread Mario Zechner
From my experience this also happens with the PowerVR chips in the Droid/Milestone On 16 Apr., 13:07, Eong eong.c...@gmail.com wrote: If glTexImage2D is more than 100ms, glTexSubImage2D doesn't make any sense. I found that this will only happen on phones with snapDragon chips, like Nexus one,

[android-developers] Re: How to apply different textures on different faces of a cylinder

2010-04-15 Thread Mario Zechner
kirti, when doing OpenGL programming it's best to actually know what you do. Just copy and pasting code will lead to more problems that you can't solve due to a missing understanding of how OpenGL works. Consider following Robert's suggestion and get your hands on the Red Book and the OpenGL

[android-developers] Re: Common Libraries

2010-04-15 Thread Mario Zechner
Assuming your lib is written in Java you simply create a normal Java application in Eclipse and let it have a dependency to the lowest Android platform jar you want to support. In your Android project you can then either directly reference the common library project or generate a jar from the

[android-developers] Re: Out of Memory for Large Images

2010-04-14 Thread Mario Zechner
Try not to load the image into a byte array before passing it to the BitmapFactory but rather pass the InputStream directly to the BitmapFactory. There is a limit for the size of an image, however, 4mb should work. On 14 Apr., 09:25, Kamal Hasan kamal.hasa...@gmail.com wrote:           I want to

[android-developers] Re: Weird OpenGL performance in Nexus one

2010-04-14 Thread Mario Zechner
GL commands, the actual fps is around 40 On Apr 14, 1:24 am, Mario Zechner badlogicga...@gmail.com wrote: Hm, seems my post got swalled by the flying spagetthi monster. Here we go again. I wonder how you measure the time. Do you measure you frames like this? ... long startTime

[android-developers] Re: Weird OpenGL performance in Nexus one

2010-04-13 Thread Mario Zechner
I kind of doubt the performance figures you give. 4 to 5 full screen alpha blended layers on the droid will give you around 30 to 35 fps. I assume you only measure the time it takes to execute your OpenGL commands. The real deal is measuring the delta time between the last and the current frame.

[android-developers] Re: Weird OpenGL performance in Nexus one

2010-04-13 Thread Mario Zechner
Hm, seems my post got swalled by the flying spagetthi monster. Here we go again. I wonder how you measure the time. Do you measure you frames like this? ... long startTime = System.nanoTime(); int frames = 0; public void onDrawFrame( ) { ... draw stuff ... if( System.nanoTime() -

[android-developers] Re: Dear Mark Deloura

2010-04-12 Thread Mario Zechner
I want to say Me Too here. I'm not a full time android game developer but invest a lot of my spare time in producing games as well as engines/frameworks for Android. I can only agree to all the points Robert already mentioned. For me the biggest issue is the broken multi-touch which also affects

[android-developers] Re: Audio Mixing

2010-04-12 Thread Mario Zechner
I did some audio work on Android and have to agree with Kevin's analysis. Writting to the audio device via AudioTrack works and you can also alter the buffer sizes to get to the lowest possible latency but from what i remember the buffer was still pretty big. Also, AudioTrack does not allow

[android-developers] Re: Android OpenGL Game - App Architecture and Threading Logic

2010-04-09 Thread Mario Zechner
This topic is pretty interesting. I also am off the school of one thread is enough. I have to admit that I don't fully understand the benefits of a seperate logic thread. Am I right in thinking that the only reason to have a seperate logic thread is being able to use the cpu while it blocks on the

[android-developers] Re: Android OpenGL Game - App Architecture and Threading Logic

2010-04-09 Thread Mario Zechner
That's what i was wondering. It makes of course a lot of sense to use the CPU idle time while the GPU is doing the heavy lifting. However, but having to put a synch around the access to the logic data in the rendering thread and the logic thread you explicitely starve one of the threads, depending

[android-developers] Re: Android OpenGL Game - App Architecture and Threading Logic

2010-04-09 Thread Mario Zechner
That depends on what kind of input you need. If your game is happy with just checking the current state of the accelerometer/touch screen/ keyboard/trackball simply polling will do the trick. This means that in the UI thread, where you have your event listeners installed, you simply save the last

[android-developers] Libvorbis and Libmpg123 for Android

2010-04-02 Thread Mario Zechner
Hi there, i thought i post here as some might find it useful. I ported libvorbis (the fixed point version) and libmpg123 (using ARM assembler for speed) to Android. This allows you to get a hold of the PCM samples of MP3 and Ogg files which is not possible with the Android framework at the moment

[android-developers] Re: glDrawElements vs glDrawArrays with glColorPointer in opengl es GL10

2010-03-24 Thread Mario Zechner
You can't specify that with indices. Instead you will have to duplicate those vertices which share the same position but have different normals, colors and texture coordinates. Think of it this way: You have an array of vertices, each defined by a position, color, normal and texture coordinates.

[android-developers] Re: OpenGL Thread suddenly dead? (onDrawFrame no more called)

2010-03-22 Thread Mario Zechner
Do you see the thread disappear while debugging? I wouldn't know of a mechanism which could silently kill it unless you do something nasty in the onDrawFrame method. What physics library do you use? I remember Box2D having a nice infinite loop bug in one of the previous releases. On 22 Mrz.,

[android-developers] Re: Being legally harassed, by a large iPhone developer

2010-03-22 Thread Mario Zechner
I have no legal advice as i'm the last person to ask about such questions. I just want to share my concern that this will happen to a lot of game developers on Android. If you happen to get more info on the matter from say a proper legal advisor please share it here with us. On 22 Mrz., 19:34,

[android-developers] Touch Event flood

2010-03-21 Thread Mario Zechner
I just coded up a simple performance for a project of mine and found that the touch event flood problem is back in town albeit with a new face. Here's a simple test case which: pre lang=Java package com.badlogic.gdx; import javax.microedition.khronos.egl.EGLConfig; import

[android-developers] libgdx - a game development library with a twist

2010-03-21 Thread Mario Zechner
Hi there, 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

[android-developers] Re: Are primitive types garbage collected in Android?

2010-03-19 Thread Mario Zechner
As a rule of thumb: everything you have to use the new operator for to get a hold of it is going to get garbage collected at some point. Note that this is also true for primitive arrays like int[], float[] etc. Local primitive type variables within methods don't need to get garbage collected. On

[android-developers] Re: Java OpenGL ES 2.0 bindings project

2010-03-19 Thread Mario Zechner
://code.google.com/p/gl2-android/source/browse/trunk/src/com/badlogic/gdx/GL2Test.java. Have fun. On 13 Mrz., 17:48, MichaelEGR foun...@egrsoftware.com wrote: On Mar 13, 7:50 am, Mario Zechner badlogicga...@gmail.com wrote: Cool. Thanks for the flowers. The thing is apache 2 licensed so you

[android-developers] Re: How to load a Typeface from an Inputstream

2010-03-19 Thread Mario Zechner
believe so -- the FreeType library is native code that needs a real fd to deal with. On Mon, Mar 15, 2010 at 4:42 PM, Mario Zechner badlogicga...@gmail.comwrote: The class Typeface has a couple of static factory methods which take different inputs. However, Inputstreams are not among themn

[android-developers] Re: screen flickering in GLSurfaceView

2010-03-18 Thread Mario Zechner
The problem is that there's actually to targets you render to, the back and the frontbuffer of the OpenGL surface. In each call to Renderer.onDrawFrame() you actually render to the back buffer while the front buffer is presented on screen. Once you leave the onDrawFrame method the back buffer

[android-developers] Re: screen flickering in GLSurfaceView

2010-03-18 Thread Mario Zechner
oh, i tried that once with OpenGL ES. I didn't use the backbuffer but drew directly to a texture using an intermediate Bitmap as the drawing surface and reuploading only those parts of the texture that changed. You can find a video and an apk of that at

[android-developers] Re: OpenGL Circle drawing

2010-03-18 Thread Mario Zechner
I wouldn't place all my bets on OpenGL ES 2.0 so fast as most devices out there won't support it (hardware wise, it's not so much a question of the Android version used). For a foreseeable time you will have to have to rendering paths one for OpenGL 1.x and another for 2.0. Start with 1.x, it's

[android-developers] Re: Multiple OpenGL Activities

2010-03-18 Thread Mario Zechner
I think Dianne Hackborne stated in one of the live wallpaper related threads that many devices have problems with managing more than one OpenGL contexts. The context is where all your OpenGL states get stored and managed. I assume there's no solution to this as it's probably tightly connected to

[android-developers] Re: Game Developers: Some general questions about high scores, achievements, multi player support and in game ads.

2010-03-18 Thread Mario Zechner
: Thank you for the compliment. I was intimidated by the math at first but it keeps getting easier and easier the more I do.  I've also met people like Mario Zechner who is very knowledgeable and helpful.  Just yesterday I was writing something and it wasn't working right.  We talked, he mentioned

[android-developers] Re: 3D Physics Engine For Android Demo

2010-03-17 Thread Mario Zechner
There's a couple of choices, none of them will work fast enough if you use the Java implementations. Popular choices are Chipmunk (http:// code.google.com/p/chipmunk-physics/) and Box2D (http:// www.box2d.org/). There's also a Java port of Box2D which is called JBox2D (http://www.jbox2d.org/) i

[android-developers] Re: Windows Phone and XNA. Nightmare is real. What we do with that ?

2010-03-17 Thread Mario Zechner
and/or elastic collision? Jiri On 10/03/2010 01:11, Mario Zechner wrote: While it's not nearly as full featured as XNA i started working on something similar to XNA. It allows you to develop your games mostly on the desktop and deploying it to your Android device with just a couple of lines

[android-developers] Re: Windows Phone and XNA. Nightmare is real. What we do with that ?

2010-03-17 Thread Mario Zechner
I agree to this point based on my own experience and micro benchmarks. That's why i think only performance critical code should be written in native code such as physics calculations. I'd really love to get more people on board of libgdx, it's now in a pretty useable state and the API is nearly

[android-developers] Re: Game Developers: Some general questions about high scores, achievements, multi player support and in game ads.

2010-03-17 Thread Mario Zechner
I use a simple MySQL database on my server combined with some simple php scripts that use salted md5 hashes to verify the authenticity of a submitted score. In the game i only display the top 10 scores for each level. Communication with the server is done via Http Posts. I do that via OpenGL, i'm

[android-developers] Re: glBufferData crash

2010-03-17 Thread Mario Zechner
Hi, you have to use direct buffers with native byte ordering for this to work. Instead of testBuffer = IntBuffer.wrap( testArray ); you have to do a bit more work like this: ByteBuffer buffer = ByteBuffer.allocateDirect( testArray.length * 4 ); buffer.order( ByteOrder.nativeOrder() );

[android-developers] Re: glBufferData crash

2010-03-17 Thread Mario Zechner
Oh and one more thing final int siz = testBuffer.capacity() * Integer.SIZE; should really be final int siz = testBuffer.capacity() * Integer.SIZE / 8; as Integer.SIZE gives you the number of bits an integer occupies. On 17 Mrz., 01:23, ac andres.colu...@gmail.com wrote: Hello, I have

[android-developers] Re: Game Developers: Some general questions about high scores, achievements, multi player support and in game ads.

2010-03-17 Thread Mario Zechner
How about security? As a developer, do you have to get some sort of API key? Is it done over SSL/TLS, or both an API key and SSL/TLS? I am wondering how invovled the process is to get set up to actually use one of these services... or for those of you that wrote your own, what do you do to

[android-developers] Re: Game Developers: Some general questions about high scores, achievements, multi player support and in game ads.

2010-03-17 Thread Mario Zechner
to buy game items. That may require a game player to set up some sort of credit card or paypal account... not sure yet how this all works, but because of this there may be a need to be more secure, such as using TLS. What do you think? On Wed, Mar 17, 2010 at 11:15 AM, Mario Zechner badlogicga

[android-developers] Re: Audio Flickering - my code, my computer or android emulator?

2010-03-17 Thread Mario Zechner
Hi there, not sure whether i can help but you stated that you couldn't find anywhere that AudioTrack.play() (which should probably read AudioTrack.write()) does not block. Well, it does. And if you do the following in your thread: AudioRecord.read(sampels) AudioTrack.write(samples) i can

[android-developers] Re: Game Developers: Some general questions about high scores, achievements, multi player support and in game ads.

2010-03-17 Thread Mario Zechner
:15 AM, Mario Zechner badlogicga...@gmail.comwrote: How about security? As a developer, do you have to get some sort of API key? Is it done over SSL/TLS, or both an API key and SSL/TLS? I am wondering how invovled the process is to get set up to actually use one

[android-developers] Re: 3D Physics Engine For Android Demo

2010-03-15 Thread Mario Zechner
Tried it on my Milestone. Pretty neat. The fps degrade to around 12-15 after some time (essentially when the big plate starts to touch the ground completely) probably due to there being a lot more contact points then. Also, the garbage collector is getting a fair amount of work to do every 5

[android-developers] Re: GL11Ext.glCurrentPaletteMatrixOES problem

2010-03-15 Thread Mario Zechner
Hi, i suggest checking the extension string you can get via a brave call to gl.glGetString( GL10.GL_EXTENSIONS ). I suspect that the software renderer that's used for OpenGL on the emulator does not support this extension. The casting might seem a bit barbaric at first but you get used to it :).

[android-developers] Re: Want to start building 3d games, pointers?

2010-03-15 Thread Mario Zechner
Hi, let me start by answering your questions: 1) What you refer to is usually called picking and involves a bit of math. Your initial goal is to get a ray (defined by a starting point and a unit length direction) from your touch coordinates. This can be done via GLU.gluUnProject

[android-developers] How to load a Typeface from an Inputstream

2010-03-15 Thread Mario Zechner
The class Typeface has a couple of static factory methods which take different inputs. However, Inputstreams are not among themn (there is a way to load a file though). Is there a way around this apart from copying the font to a temporary file? -- You received this message because you are

[android-developers] Vertex Array/Vertex Buffer Objects driver bug on Droid

2010-03-14 Thread Mario Zechner
Hi, just wanted to drop by to tell you about a nice little bug i just encountered on my droid. Here's some sample code: @Override public void render(Application app) { GL11 gl = app.getGraphics().getGL11(); gl.glViewport( 0, 0,

[android-developers] Re: Vertex Array/Vertex Buffer Objects driver bug on Droid

2010-03-14 Thread Mario Zechner
14, 12:47 pm, Mario Zechner badlogicga...@gmail.com wrote: Hi, just wanted to drop by to tell you about a nice little bug i just encountered on my droid. Here's some sample code:         @Override         public void render(Application app)         {                 GL11 gl

[android-developers] Re: OpenGL ES 2.0 on Eclair

2010-03-13 Thread Mario Zechner
Hey Michael, http://groups.google.com/group/android-developers/browse_thread/thread/064ebeaa6401# hope that helps :) Ciao, Mario On 13 Mrz., 05:17, MichaelEGR foun...@egrsoftware.com wrote: Also I just want to point out that the community driven LWJGL desktop Java binding has already

[android-developers] Re: OpenGL ES 2.0 on Eclair

2010-03-13 Thread Mario Zechner
time. On 13 Mrz., 11:29, Mario Zechner badlogicga...@gmail.com wrote: Hey Michael, http://groups.google.com/group/android-developers/browse_thread/threa... hope that helps :) Ciao, Mario On 13 Mrz., 05:17, MichaelEGR foun...@egrsoftware.com wrote: Also I just want to point out

[android-developers] Re: Java OpenGL ES 2.0 bindings project

2010-03-13 Thread Mario Zechner
Cool. Thanks for the flowers. The thing is apache 2 licensed so you are free to do with it whatever you want. It's not rocket science after all :). I'm not such a big fan of lwjgl but the more libraries there are out there for android the better. On 13 Mrz., 16:19, MichaelEGR

[android-developers] Java OpenGL ES 2.0 bindings project

2010-03-12 Thread Mario Zechner
Hi there, i started a small project over at google code that provides you with bindings for OpenGL ES 2.0 in Java. I started just a couple of hours ago so it's not finished yet. The project includes the original GLSurfaceView plus all the helper classes from the latest Eclair build as well as a

[android-developers] Re: Java OpenGL ES 2.0 bindings project

2010-03-12 Thread Mario Zechner
., 15:56, Mario Zechner badlogicga...@gmail.com wrote: Hi there, i started a small project over at google code that provides you with bindings for OpenGL ES 2.0 in Java. I started just a couple of hours ago so it's not finished yet. The project includes the original GLSurfaceView plus all

[android-developers] Re: Windows Phone and XNA. Nightmare is real. What we do with that ?

2010-03-11 Thread Mario Zechner
Extremely well written post Bob, thanks a lot for that. I can totally agree to your statements and can confirm that the bottleneck in games is not the Dalvik VM and therefor Java for almost all parts of a game. What kills performance at the moment is way down in the chain at the hardware level.

[android-developers] Re: OpenGL ES 2.0 on Eclair

2010-03-11 Thread Mario Zechner
I'd also be interested in the java bindings. A not so precise time estimate would suffice so that i can decide wheter i write my own bindings or not. On 10 Mrz., 16:17, scott19_68 sw.cop...@gmail.com wrote: So, with GL ES2.0now present in the NDK r3, how much longer until the Java bindings are

[android-developers] Re: Windows Phone and XNA. Nightmare is real. What we do with that ?

2010-03-10 Thread Mario Zechner
?http://code.google.com/p/skorpios/ Might be neat to cooperate or share techniques or something. On Mar 9, 7:11 pm, Mario Zechner badlogicga...@gmail.com wrote: While it's not nearly as full featured as XNA i started working on something similar to XNA. It allows you to develop your games

[android-developers] Re: Windows Phone and XNA. Nightmare is real. What we do with that ?

2010-03-10 Thread Mario Zechner
control interface set to call high level methods like setSpriteSpeed, setBackgroundScroll, manageSpritePhysics, etc.. On 10 Mar, 11:00, Mario Zechner badlogicga...@gmail.com wrote: Very cool! didn't know about that. I try to get in contact with the author. On 10 Mrz., 02:31, Lance Nanek lna

[android-developers] Re: Windows Phone and XNA. Nightmare is real. What we do with that ?

2010-03-09 Thread Mario Zechner
While it's not nearly as full featured as XNA i started working on something similar to XNA. It allows you to develop your games mostly on the desktop and deploying it to your Android device with just a couple of lines that instantiate a special Activity subclass. It's based on OpenGL and allows

[android-developers] Re: ADC3?

2010-03-09 Thread Mario Zechner
I'd be interested in such knowledge too :) On 9 Mrz., 19:15, Robert Green rbgrn@gmail.com wrote: I just gotta ask... Does anyone have any knowledge of an upcoming ADC3?  :) -- You received this message because you are subscribed to the Google Groups Android Developers group. To post to

[android-developers] Re: How to parse audio input from the mic

2010-03-09 Thread Mario Zechner
For this you want to use the AudioRecord class (http:// developer.android.com/reference/android/media/AudioRecord.html). The read methods will return you pure PCM samples in either 8-bit or 16- bit mono or stereo depending on what you set in the constructor of the AudioRecord. The 16-bi PCM

[android-developers] Re: New Android SDK Tools, Eclipse plug-in and NDK

2010-03-08 Thread Mario Zechner
Awesome! OpenGL ES 2.0 support in the NDK! Any eta for the Java bindings? On 9 Mrz., 00:27, Xavier Ducrohet x...@android.com wrote: Hello everyone, As you may have seen on our blog this morning, we have released a new version of the NDK (revision 3). Release notes are available

[android-developers] Re: Device Seeding Program for Top Android Market Developers

2010-03-05 Thread Mario Zechner
I just received the confirmation e-mail. Seems like my new shiny Nexus One is on its way! Thank you google! Here's the full e-mail (minus my personal data) Dear Mario, We’ve received your information for the Android Market Device Seeding Program and have successfully validated the Google Order

[android-developers] Re: Multitouch seems badly broken on Nexus One 2.1-update1

2010-02-15 Thread Mario Zechner
It's not so much an issue of gestures that may be impossible to recognize on certain screens but more that the API exposes functionality that is broken on all screens at the moment. Especially the coordinate flipping/confusion is something that can't be solved according to Dianne. And it is

[android-developers] Re: Motorola Droid (possible android) multi-touch bug and how to reproduce

2010-02-08 Thread Mario Zechner
On Jan 29, 6:03 pm, Mario Zechner badlogicga...@gmail.com wrote: Thanks, i stubled upon your blog today and already found a lot of usefullcodethere. I guess that's how you arrived at this post :) It's kind of a sad situation really. I'd love to use android to it's full potential but it seems

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