On 18 Mar, 05:18, Kevin Duffey andjar...@gmail.com wrote:
[...]The screen touch issue
that is causing massive lag on input and slowing games down greatly, and the
buggy multi-touch capabilities...
yes, this event-driven approach is not good for games, and even for
most applications with their
M$ has show already done great XNA gaming framework with VS Express
NET 4 for Win Phone 7, ready to download:
http://developer.windowsphone.com/windows-phone-7-series/
I bet, most developers will choose WinPhone to create games, if they
can just create their games for Zune, X360, PC and WinPhone
Meh. I think its important to keep your finger on the pulse of trends... but
the fact is no matter how. Good. Frramework is they may and try apple
shenanigans... which makes the scare null andvoid
On Mar 17, 2010 6:48 AM, Piotr piotr.zag...@gmail.com wrote:
M$ has show already done great
On Wed, Mar 17, 2010 at 1:48 PM, Piotr piotr.zag...@gmail.com wrote:
I say it again, hoping that some Google Worker is watching :D:
... and right here is where your effort ends, and the whole concept
becomes little more than hot air.
Google are not a gaming company, they are not even a
True and not true.
If google thinks that making an XNA like framework could enhance
Android's adoption and device sales enough to bring more ad-revenues/
SaaS-revenues (because more phones would be around if such a framework
existed), then google could be interested in creating such framework.
Does this framework support simple 2d physics and collision detection
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
On Wed, Mar 17, 2010 at 2:25 PM, Streets Of Boston
flyingdutc...@gmail.com wrote:
True and not true.
If google thinks that making an XNA like framework could enhance
Android's adoption and device sales enough to bring more ad-revenues/
SaaS-revenues (because more phones would be around if
Personally through my experience this JNI layer overhead is so
small that its effect is negligible. In my apps using NDK with JNI has
alway increased my speed immensly regardless of any JNI method call
overhead. It's just simply not true that the JNI will slow you down.
-niko
On Mar 17, 9:06
Not at this point. I plan to write a JNI bridge to Box2D and Bullet in
the future though. Happy to have some volunteers that help me put that
together :)
On 17 Mrz., 15:57, Jiri jiriheitla...@googlemail.com wrote:
Does this framework support simple 2d physics and collision detection
and/or
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
I'd say instead that it doesn't NEED to slow you down.
But if you store your entire scene graph on the native side, but do
all the manipulation of it on the Java side, with a lot of Java-Java
calls dispatched by the JNI layer in between, and lots of arrays
getting locked or copied -- I guarantee
Great thread. I happen to agree with both sides of this argument. While I
like the idea of several of the current native/java game engines maybe
collaborating, coming up with some sort of presentation on why it's prudent
for Android to have a much more solid game capable api/sdk, I also think
Looks great !
I hope, Google will work on native NDK framework like XNA, because
even for 2d games, java implementation is too slow.
Such framework could help in development beginners and others, who
don't want to create advanced 3d games.
It is still problem, because if you want to create rpg
This comment is perhaps a bit off your main topic, and I don't mean it
to derail your efforts or to criticize.
But I have a bit of a problem with your statement Java is just too
slow..., taken as a general statement. Perhaps you have benchmark
data showing specific performance problems, and found
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.
Very cool! didn't know about that. I try to get in contact with the
author.
On 10 Mrz., 02:31, Lance Nanek lna...@gmail.com wrote:
It allows you to develop your games mostly
on the desktop and deploying it to your Android device
Neat project. Have you seen this one for the same
Both these frameworks are interesting, but as I mentioned before; it
could be better, to create low-level, native NDK game framework
library. Java is just too slow to handle thousands opengl calls per
second for any game more complex than falling bricks or sth.
Such framework could load game
I concur with this statement. I did a lot of benchmarking and the JNI
bridge crossing of OpenGL methods is not a problem, I can happily
render hundreds of objects. Also, for performance hungry things like
MP3 decoding (to get PCM data which is not possible at the moment with
the mediaframework),
c# and .net will be like having java, nothing can beat native code, so
the NDK is the way to go, soon the debugging features will be
implemented and that will boost original game development, if you look
at ExZeus arcade built upon NDK, we are already far from the logical
bricks/ball/falling
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
It allows you to develop your games mostly
on the desktop and deploying it to your Android device
Neat project. Have you seen this one for the same purpose?
http://code.google.com/p/skorpios/
Might be neat to cooperate or share techniques or something.
On Mar 9, 7:11 pm, Mario Zechner
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