Ciao Francois, you will not be able to debug/step-into the native lib. The best thing you could consider to add log-files to your native lib, and check the logs if crashing. JVM is slow, compared to C, but if your game is turn-based this is not an issue - in this case i would recommend Java for all code. If your game is real-time, than probably a good idea is to first start with the presentations on this topic from Google:
- http://www.youtube.com/watch?v=U4Bk5rmIpic - Chris Pruett is also doing a game, and he plans to release all source code sometimes soon :) so a good idea is to check out his site http://replicaisland.blogspot.com/2009/11/android-game-development-resources.html - there are lots of 3rd party game-engines for android, but most of them are basic, and you have to check out the licensing terms - for some tutorials on using the NDK - you can also consider our website - hope you find them useful http://www.itwizard.ro/category/android-cc Hope this helps. Best regards On Jan 6, 4:39 am, Francois Hamel <[email protected]> wrote: > Basically is the ARMv7 instruction set somehow an extension of the > ARMv5 or is it completely different? I'd like to get started building > somewhat large components of my game in it since the JVM seems to be > slow as hell from what I've read. > > And if anyone did something with it how did you manage to debug/step > into your native lib while debugging your application written in java? > Am I forced to build a Win32 application as well using my lib for > debug purposes?
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