Any game engine you look at will have a considerable code base... that
is like asking "I would like to do a GUI" and someone suggesting Swing
or SWT to you and you saying "My god the API is huge!"
Yes... they are... they cover a lot. Everything from 3D/2D
abstractions to file I/O.
libgdx has a go
Agree on #1; this is how every iPhone/iPad app does it and so far the
iOS ecosystem seems to be doing just fine. I've rebought apps on my
iPad to get the "HD" versions of them and expected to repay; it was a
bummer, but I didn't lose sleep over it. I think the analogy to DVD/
Blu-ray was pretty muc
Jeffrey,
To what Peter said, mobile devices are very fill-rate-limited (at
least these current gen of phones) so depending on how you are
repainting that image over and over and over again to the Canvas, that
could explain the speed issue.
If you tried a tiny little 16x16 icon and it went much fa
Can you ever get the upload to work? If you run it on the emulator? If
you run it on a device but use WiFi instead of the cell network?
Are there any differing scenarios where that same code will work or
not work?
Have you tried downloading the file from S3, renaming it to JPG and
seeing if it is
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