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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