:
First, thanks Robert... that's going to help a lot. I've not had to
use threading before and it looks to be a must on Android for games so
I'm making sure I understand the concepts as clearly as possible. I'm
quite thankful that Java's tutorials are as good as they are. I was
almost thinking
I was going to post this to the group but figured I'd write up a how-
to on my website instead. Basically, here's how you configure Eclipse
to do nice C/C++ editing and automatically build your native code for
you on-save. It also automatically refreshes your lib directory and
consequently ADT
If you're using the render-continuously mode, she'll go as fast as she
can go. 60FPS if you're doing easy HW-accel 2D or very basic 3D.
I've never seen over 60FPS. It's probably vsynced to that.
I like to use a shared object called the World to pass between my
logic thread and renderer thread.
Yes I can see that in most cases the draw events are passed through even
when the list is scrolling (that is pretty neat). Can you imagine any reason
why this behavior described below might be seen? Let me also mention that
the app never stops invalidating the views. Any ideas on what could keep
Hi All
We know that it's very convenient to use TraceView in Android java
code to check the runtime of different chunks of code. Now I develop
my app with NDK and I want to check the runtime of some native
functions, but I found nothing in TraceView guide if it's possible to
use this tool.
GLSurfaceView should, in theory, give you an ideal gl configuration
for that device... However in practical use, there are sometimes bugs
on certain devices and firmwares that don't produce the correct
configuration parameters and thus you'll get bad performance.
The Droid is a little different
According to their last email, today is the day. Has anyone received
news about their ADC2 entry yet?
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On Nov 30, 3:37 pm, Robert Green rbgrn@gmail.com wrote:
According to their last email, today is the day. Has anyone
received
news about their ADC2 entry yet?- Hide quoted text -
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Take a look at this -
http://androidandme.com/2009/11/news/what-does-android-fragmentation-look-like/
According to that article, 50% of their Android web traffic comes from
1.6, 26% from 2.0, 24% from 1.5, .42% from 1.0 and only .14% from 1.1
On Nov 22, 2:45 pm, dan raaka danra...@gmail.com
Thanks James,
I have been successful breaking out common classes into .jar files, as long
as they do not reference resources. If they need to reference resources,
well, it just seems it is not possible at this point. I am pretty much just
copy/pasting between projects.
Is that your understanding
Dianne,
Let me ask this quick question.
Will this sequence of three operations, run consecutively one right after
the other on the UI thread, cause the exception to be thrown
1. Change the count in the base adapter
2. notifyDataSetChanged() // Which will react some time in the future
3.
Hi Romain,
Thanks for the info. I think you are saying that the small example below,
all of which runs on the UI thread, will cause the exception to be thrown?
Right?
1. Change the count in the base adapter
2. notifyDataSetChanged() // Which captures a count and will react some
time in
I'd solve this by writing a preprocessor that breaks that big file
down into manageable chunks. Think of having 10x10 array of 800x800
images. I would also mipmap a 4000x4000, 2000x2000, 1000x1000 and
500x500 of the file. Then, start the user on the correct zoom level,
using only the tiles you
I've been using SoundPool since Android v1.0 and am happy that some of
the problems were fixed, but I've noticed that it's still not entirely
stable. As far as I know, there are still 3 major bugs with it (2
dealing with looping sound):
1) SoundPool.stop() is unstable/unusable. To reproduce,
Dianne,
Thanks so much for responding.
Let me ask, to be sure. Does the ListView do its updating on the UI thread?
I ask becasue it seems the call to BaseAdapter.notifyDataSetChanged() is
synchronous (so it could be spawning another thread to do the work).
I am pretty sure the adapter in this
Thanks all for responding. This has been most helpful!
On Thu, Nov 19, 2009 at 8:49 PM, Romain Guy romain...@google.com wrote:
ListView does everything on the UI thrad.
I am pretty sure the adapter in this app is not being modified outside of
the UI thread but I can cause the exception to
Dianne,
Nice to have response from someone inside Google.
Do you know when is 2.0 image available for ADP?
On Mon, Nov 16, 2009 at 2:54 AM, Dianne Hackborn hack...@android.comwrote:
On Sat, Nov 14, 2009 at 9:14 PM, Kieran kieran.flem...@gmail.com wrote:
Android 2 SDK released: 27th Oct
, the GPS stays on the entire
time without sleeping feeding me an update every minute. This is
killing the battery when my application is running, I need it to sleep
just like it does on the G1 to conserve.
Anyone have any thoughts/ideas?
Robert
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Regards,
Robert Patterson
NexStudios
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Jni is not really a big factor in this. In my experience, if you use
vbos, you're not nearly as triangle bound as you are fill bound. If
you're only filling half the screen and you use vbos with no normals
and no index, I imagine you could get up there with vert count.
Here's a little test to
There are lots of optimizations but really at the end of the day you
will be fill-bound. Try playing Light Racer 3D (basic or normal) and
hit menu for settings, then turn off advanced graphics. All that
does is turn off the skysphere, which is only 150 triangles or so, and
doesn't enable blend
Not to mention that it literally doubles the installed size of your
app.
On Nov 9, 9:33 am, niko20 nikolatesl...@yahoo.com wrote:
I wouldn't bother turning copy protection on, all that does is prevent
people that have developer phones from downloading the app. People
that have rooted phones
correctly initializing a GL context and surface on the
device.
On Nov 9, 6:35 am, Mika mts...@googlemail.com wrote:
Hi Robert,
Will do. Here goes.
First part is the sizeChange() when Android screen size changes and
it gets called when the application launches. I'd thought I'd paste in
the EGL stuff
I had a problem with Ortho on my phone vs on the emulator at one point
as well. Could you post more of your GL initialization code? My
problem was something dumb like I was calling orthox using actual
screen dimensions when I needed to either use fixed point there or use
orthof.
On Nov 8, 3:34
1) Don't override home. That key should always work to get the user
back home.
2) Make sure you're overriding onPause and onResume in your activity
and you have those calling pause and resume in GL. Normally I'd say
just have it call that on your GLSurfaceView but I'm not sure how the
Congratulations! Your application 'Light Racer 3D Trial' was selected
by Android users as one of the top 20 in the Arcade category!
I'm really happy about that. The updated version, 1.2, is sooo much
better than the ADC one, though. Oh well, time constraints are all a
part of the game :)
Good
Hi Dan,
Tell me just a little more about hosts entry re-point. Does that give the
ability to take over a URL over the entire Internet or is it perhaps more
localized to a specific machine or Intranet? What would I search for to
learn more about this?
Thank you!
On Wed, Oct 14, 2009 at 12:54
I also used cyrket almost daily to watch for comments. Androlib works
but seems to be behind in app versions and icons and such. I don't
trust it as much. I'd really like cyrket back. Using the device to
check 6 applications of comments daily isn't much fun.
On Nov 2, 8:18 pm, Brad Fullmer
I used to run Eclipse 3.4 / Java 1.6 / Android SDK 1.0,1.1,1.5,1.6 on
Vista 64 but recently did a clean install of Windows 7.
Now I'm running Eclipse 3.4 / Java 32 and 64 1.6 / Android SDK 1.5-2.0
on Windows 7 Professional x64 without any problems.
Windows 7 seems to handle everything exactly
On Fri, Oct 30, 2009 at 7:20 AM, Justin Giles jtgi...@gmail.com wrote:
Installed, played 1 round, rebooted, icon text looked fine. Game started
with no problems.
Justin
On Thu, Oct 29, 2009 at 11:35 PM, Robert Green rbgrn@gmail.comwrote:
Ah ha!
Ok, that at least shows
as first then VBO works. But if I select the same config
when it's not reported first, then it does not work. But maybe it's
not related.
On Oct 30, 3:00 am, Robert Green rbgrn@gmail.com wrote:
Are you using a logging or trace option for OpenGL? If so, you have
to turn it off
in your
tests?
Some examples in this
thread:http://groups.google.com/group/android-developers/browse_thread/threa...
On Oct 28, 11:35 pm, Robert Green rbgrn@gmail.com wrote:
I just got my hands on this phone. Here's my summary:
1) It's really fast. Runs all my games at max
Dianne, it's happening to me on 3 out of the 5 apps I have published.
All apps work fine on:
Emulator 1.1, 1.5, 1.6
G1 1.1, 1.5, 1.6
Mytouch 1.5, 1.6
Droid 2.0
The 3 apps have the issue on
Hero 1.5
I had originally assumed it had something to do with the manifest,
specifically the way the app
Justin, would you be willing to install Light Racer, reboot and check
for me? That will show if I've figured out part of the problem or
not.
Thanks!
On Oct 29, 3:14 pm, Justin Giles jtgi...@gmail.com wrote:
I installed pandahome (assuming that's what you meant by installing a
different home
amiss with
the rest of us? Sheer dumb luck? Poorly coded apps?
Justin
On Thu, Oct 29, 2009 at 6:16 PM, Robert Green rbgrn@gmail.com wrote:
Justin, would you be willing to install Light Racer, reboot and check
for me? That will show if I've figured out part of the problem
Are you using a logging or trace option for OpenGL? If so, you have
to turn it off. The log and trace wrappers for GL cause errors to be
thrown when using VBO extensions. I haven't tested on a Cliq but that
happened to me on my G1.
On Oct 29, 12:33 pm, Hexage ga...@hexage.net wrote:
I've
!
On Oct 29, 9:28 pm, Justin Giles jtgi...@gmail.com wrote:
It says Light Racer. Cacheit's good if it's in your wallet...not so
good when it causes bugs.
On Thu, Oct 29, 2009 at 8:58 PM, Robert Green rbgrn@gmail.com wrote:
Justin,
Did the app name say Light Racer
...@android.com wrote:
There is -no- cached data for applications, at least in the standard
platform. We rescan and collect all of this data at each boot.
On Thu, Oct 29, 2009 at 6:58 PM, Robert Green rbgrn@gmail.com wrote:
Justin,
Did the app name say Light Racer or net.rbgrn.lightracer
MrChaz, the Verizon Droid has an OpenGL ES 2.0 PowerVR SGX530 chip in
it.
I just got my hands on one and put together a developer specs sheet
here - http://www.rbgrn.net/content/345-hands-on-motorola-droid-opengl-es-specs
On Oct 28, 2:59 pm, MrChaz mrchazmob...@googlemail.com wrote:
There's
I just got my hands on this phone. Here's my summary:
1) It's really fast. Runs all my games at max framerates.
2) The screen is 16:9 and will probably mess with your layouts and
games and stuff.
3) It has a PowerVR SGX530. That's right around iPhone 3GS's GPU
speed. Wow!!
I believe the
!
On Oct 26, 9:33 pm, Greg Donald gdon...@gmail.com wrote:
On Mon, Oct 26, 2009 at 12:44 AM, Robert Green rbgrn@gmail.com wrote:
I think this is related to the issue that I'm documenting here -
http://groups.google.com/group/android-developers/browse_thread/threa...
I'm finding
I originally titled this with the word quirkiness instead of bugs
but after reading the android reference docs, I believe it's a bug.
I'm having problems with the app icons and labels for the Light Racer
series of games I've released on Hero. The games seem to run fine but
for whatever reason,
, Robert Green rbgrn@gmail.com wrote:
I originally titled this with the word quirkiness instead of bugs
but after reading the android reference docs, I believe it's a bug.
I'm having problems with the app icons and labels for the Light Racer
series of games I've released on Hero. The games seem
Steff,
If you want to ensure device compatibility going forward, I'd
recommend using the new GLSurfaceView class which was introduced in
Android 1.5. It cleared up issues for me and I have to imagine that
sticking to it will bring you the best results with new devices.
Do you need that pixel
I think this is related to the issue that I'm documenting here -
http://groups.google.com/group/android-developers/browse_thread/thread/803414476a834dbc/4655823ff553daac?lnk=gstq=hero#4655823ff553daac
I'm finding that it may have something to do with the use of a string
resource for the app
The biggest thing for me that was added in 1.5 was the GLSurfaceView.
I had issues but after switching to that everything worked everywhere
like magic. Are you using that?
On Oct 23, 12:01 pm, Steff st...@designware.dk wrote:
Hi
I tried to remove all usage of texture in the app. That did not
I feel like your numbers aren't right. If you want a sixteenth-screen
sized view (which it seems you do) in the upper right corner, Here's
my initial thought:
int left = surfaceWidth * .75f;
int bottom = surfaceHeight * .75f;
int width = surfaceWidth * .25f;
int height = surfaceHeight * .25f;
Its not bullet proof, but it is thicker plating. Apparently the AndAppStore
people have already implemented something similar. I feel like it is a step
in the right direction and hope other like Goolge Market and SlideMe will do
somethng similar!
Perhaps they can even adopt the AndAppStore
be Ideal. Only one set
of code to modify.
I wonder if they are willing to share with other stores?
On Wed, Oct 14, 2009 at 1:35 PM, Robert Woodruff woodman...@gmail.comwrote:
Its not bullet proof, but it is thicker plating. Apparently the
AndAppStore people have already implemented something
99% of the SoundPool bugs are worked out. It's great for games! I
use it in everything I do.
On Oct 9, 4:07 am, yarik...@gmail.com yarik...@gmail.com wrote:
Hi all!
I have pretty common question:
is there any bug-free way to implement sound effects in a game?
Or we only have
Set a sound trigger schedule in milliseconds. There are many ways to
model it. Use whatever you're most comfortable with. The key
elements are what sound to trigger and when to trigger it.
I wouldn't use absolute time. I'd make it relative to something so
that you can pause and resume and
flickers (still some, though). That method is called
from the UI thread, and should result in waking up the logic thread.
Any ideas on how / why that affects the rendering?
Thanks,
Jeremy
On Oct 4, 6:05 pm, Robert Green rbgrn@gmail.com wrote:
The G1 reports 65536 for that parameter
to explain the flickering. But
I'll reserve judgement until I have a chance to try it :)
Jeremy
On Oct 5, 1:10 pm, Robert Green rbgrn@gmail.com wrote:
I just thought of something. You said your logic thread sleeps? Are
you using RENDERMODE_CONTINUOUSLY?
Here's a shot in the dark
in the order they are waiting (though
I believe many Java implementations do). Have you tried the Semaphore
class? It allows you to specify whether it's fair or not in the
constructor.
On Oct 5, 12:10 pm, Robert Green rbgrn@gmail.com wrote:
By the way, I don't recommend handling input the way you
Can I guess that you're trying that on the emulator?
String extensions = gl.glGetString(GL10.GL_EXTENSIONS);
Log.i(TAG, GL Extensions [ + extensions + ]);
Add that into your Renderer.onSurfaceCreated() so that you can see
what extensions are available on the platform you're developing for.
I
The G1 reports 65536 for that parameter.
On Oct 4, 7:06 am, RichardC richard.crit...@googlemail.com wrote:
You could try
glGetIntegerv(GL_MAX_ELEMENTS_VERTICES, value);
Have not tried this myself but found it in
http://gpwiki.org/forums/viewtopic.php?t=8839
On Oct 4, 7:36 am, Jeremy
There was a lot to write so I put it in an article here -
http://www.rbgrn.net/content/338-adc2-begins-potential-problems-with-game-judging
Here's the part I wrote specifically about games:
In my opinion:
No games are truly original.
Almost all games use the capabilities of the platform about
Thanks!
On Sep 26, 2009 12:57 PM, Maps.Huge.Info (Maps API Guru) cor...@gmail.com
wrote:
Check out http://www.cyrket.com
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To post to this
You can skip ahead to creating them in a tool, exporting to obj and
importing the obj files into your app/game.
I did that for Light Racer 3D -
http://www.rbgrn.net/content/313-light-racer-3d-days-1-2-learning-opengl-es
There is a code snippet in that article which will import an OBJ file
into
If you want to pick a rendered object, just check for collisions with
a primitive bounding box and a casted ray.
1) Keep a copy of the matrix you use for the projection.
2) Implement this, using that matrix that you kept.
For iPhone but easily portable to Android, so long as you know that
you
Check to make sure that at the time of resume, you're not hanging on
to old surface holders or anything like that. I use GLSurfaceView
onPause and onResume and they work correctly for me on the G1 and
Emulator.
On Sep 21, 8:18 am, Guian guiandou...@gmail.com wrote:
well, I did put those lines
, Robert Green rbgrn@gmail.com wrote:
I'm a little confused by what you're doing.
You're first calling texImage2D, which uploads mImg to vram as your
texture.
The very next call you make is texSubImage2D with an offset of 0 and
0, which uploads texture to vram, overwriting mImg.
I'm
I'm a little confused by what you're doing.
You're first calling texImage2D, which uploads mImg to vram as your
texture.
The very next call you make is texSubImage2D with an offset of 0 and
0, which uploads texture to vram, overwriting mImg.
I'm assuming that:
1) mImg is 128x128
2) You first
Thank you Carmen Delessio for replying. This is helpful!
On Sat, Sep 19, 2009 at 4:34 AM, Mark Murphy mmur...@commonsware.comwrote:
Carmen Delessio wrote:
Watch this video:
http://code.google.com/events/io/sessions/TurboChargeUiAndroidFast.html
Check Mark Murphy's book
Yeah. It's easy.
Override onCreateDialog() - have it create your dialog.
Override onResume() - call showDialog(id).
It's the same as any creation of a dialog.
I like to declare a constant for each dialog id. The ID you pass from
showDialog gets passed into onCreateDialog(int id). So just
I was wondering the same thing.
On Sep 16, 11:21 am, nuno nba...@gmail.com wrote:
Hi all,
Great that the SDK is released.
My question is:
- Will Donut be dumped on the phones before or after the user testing
of the ADC apps finish? Because I can see that some apps may crash and
be
Surely I'm not the only one that has noticed this?
On Sep 16, 12:44 am, Robert Green rbgrn@gmail.com wrote:
Just started testing my games in 1.6 and the first thing I notice is
that on the landscape ones, the dpad up/down/left/right orientation
doesn't switch 90 degrees like it did on all
You need to cast a ray from that 2D point in the viewport through the
center of the frustum and do a collision check on the bounds of your
clickable objects. The highest Z object in camera-space would be
the closest.
On Sep 16, 9:52 am, Great r59...@gmail.com wrote:
I use perspective
Is this a bug or do you think it was intentional? It's just strange
because I'm hitting left/right to go up/down in menus when in
landscape. I guess that's not a huge deal but it's really
disorienting when trying to develop and test games :/
On Sep 16, 11:28 am, Romain Guy romain...@google.com
Oh I'm certainly crazy. :)
On Sep 16, 12:07 pm, Mark Murphy mmur...@commonsware.com wrote:
Xavier Ducrohet wrote:
That's a really stupid bug...
*sigh*
On the plus side, it means Mr. Green and I aren't crazy.
Well, OK, it means Mr. Green isn't crazy, and this incident is
insufficient
2 Things that could seriously benefit Android market users:
1) Hot this week or month
- Like mcgowen said - this would allow for new apps being launched to
actually be able to stand out if they're really good.
2) A recommender. Did you enjoy this app/game? Try this other app/
game! Users
I've been using SoundPool since Android 1.0 and have always used
workarounds to keep it from crashing. In 1.5 it became officially
supported so I stopped using my hacks and instead used proper
playSound and stop() for loops.
As it turns out, when the number of streams is less than or equal to
Just started testing my games in 1.6 and the first thing I notice is
that on the landscape ones, the dpad up/down/left/right orientation
doesn't switch 90 degrees like it did on all emulators before.
The device trackball/dpad will still change with orientation (right
becomes up on landscape,
here's a link for a video of the ADC version (1.0.0) of Light Racer
3D. http://www.youtube.com/watch?v=cpghliDfzdI
On Sep 14, 11:54 am, dadical keyes...@gmail.com wrote:
Screebl is in the Prod/Tools category.
On Sep 13, 1:12 pm, Mobidev android.mobi...@gmail.com wrote:
Its mid September
I've been on this list for about a year and just noticed the obvious
forwarding through Pedro today. I'm all for moderating to avoid spam,
flaming and other problems, but I don't believe that this method is
working. The list is now very difficult to read with the forwards and
replied from
, Robert Green rbgrn@gmail.com wrote:
I've been on this list for about a year and just noticed the obvious
forwarding through Pedro today. I'm all for moderating to avoid spam,
flaming and other problems, but I don't believe that this method is
working. The list is now very difficult to read
Same here. I had problems until I put orientation in the
configuration changes field of the manifest for the 3D activity. My
app is also landscape.
On Sep 12, 11:27 am, David Minor davemi...@gmail.com wrote:
What do you mean by stops working?
I had a problem with coming back from sleeping
I'm confused by this. I turned on DEBUG_CHECK_GL_ERROR for my
GLSurfaceView to try to figure out why I'm having a problem on pause/
resume/reload everything, and when I turned it on, I got an
UnsupportedOperationException when calling GL11.glGenBuffers() (for
creating Vertex Buffer Objects).
in a few key spots.
On Sep 12, 10:34 pm, Robert Green rbgrn@gmail.com wrote:
I'm confused by this. I turned on DEBUG_CHECK_GL_ERROR for my
GLSurfaceView to try to figure out why I'm having a problem on pause/
resume/reload everything, and when I turned it on, I got
On my G1 running standard 1.5.
I'm using an activity with the content view being a GLSurfaceView.
When the activity onPause is called, it calls onPause on the
glsurfaceview
When the activity onResume is called, it calls onResume on the
glsurfaceview
When the renderer's onSurfaceChanged is
of the textures. This works ok (Ie: If a phone
call occurs during the game, the user can continue after the call),
however, I have a noticed a lower FPS when it does reload the
textures.
On Sep 13, 2:28 pm, Robert Green rbgrn@gmail.com wrote:
On my G1 running standard 1.5.
I'm using
Now this is good humor.
On Sep 11, 4:19 am, Anthony Bisong abis...@gmail.com wrote:
LinkedIn
Anthony Bisong requested to add you as a connection on LinkedIn:
--
Michele,
I'd like to add you to my professional network on LinkedIn.
-
I decided to start pipelining input to increase responsiveness in my
games. Basically what I do is when the activity receives a Key or
Motion event, it sends it to a feed method in the game, which
encapsulates it with a time and whatever else I need and puts it in a
queue then immediately
asking the question,
Is it safe to queue MotionEvents and KeyEvents for deferred
processing?
On Sep 11, 4:42 am, XingChao Wang wxc...@gmail.com wrote:
2009/9/11 Robert Green rbgrn@gmail.com
I decided to start pipelining input to increase responsiveness in my
games. Basically what I do
either :)
On Sep 11, 5:01 am, Robert Green rbgrn@gmail.com wrote:
Thanks for replying quickly but I'm asking about key and motion events
(touch), not sensor events. Also the problem I was having was that
for whatever reason, the UI thread was having problems acquiring the
lock
I'm in the same camp. I was just happy to get a 3D multiplayer game
working correctly by the deadline. I spent the next week polishing it
up and man have I found a ton of things that I wish I had gotten done
in time for the contest. Obvious stuff like VBOs, mipmaps, better
orientation
I've finally got around to mipmapping a bunch of my textures and
decided to make a fail-safe for GL10/GL11. My code manually generates
mipmaps if the GL instance is only GL10, but if it's GL11, it sets
gl.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_GENERATE_MIPMAP,
GL11.GL_TRUE);
The next line
, if it's got any GL11 at all. Why isn't it just an
instance of GL10?
On Sep 10, 1:46 pm, Robert Green rbgrn@gmail.com wrote:
I've finally got around to mipmapping a bunch of my textures and
decided to make a fail-safe for GL10/GL11. My code manually generates
mipmaps if the GL instance is only
the extensions list to see if I need to do them manually or
can use the GL11 tex param.
On Sep 10, 1:53 pm, Robert Green rbgrn@gmail.com wrote:
I'd like to add that both the emulator and the G1's GL instances are
GL11, but the automatic generation works correctly in the emulator
Mike, here's something to try:
When handling motion events, process all of the historical data in
order as if it's receiving those events like normal,
then: Sleep 16 or 32 ms or so. You'll still receive all of the
important stuff as historical data but you won't be flooded with
events. You'll
If they don't update the market app, how will users gain the ADC2
judging feature?
Would anyone from google care to chime in here?
On Sep 7, 4:16 pm, Cédric Berger cedric.berge...@gmail.com wrote:
On Mon, Sep 7, 2009 at 22:42, Robert Greenrbgrn@gmail.com wrote:
It just occured to me
It just occured to me today that while we targeted 1.5 as the platform
for your ADC2 apps, they may be running on 1.6. That led me to wonder
about this situation:
What if there is a critical bug in the game/app that didn't exist in
1.5 but does on 1.6? Is that fair to judge without being able
I submitted:
Category: Action/Arcade
Name: Light Racer 3D Trial
Description: Futuristic 3D Arena Racer
Features:
Trial is limited to 5 speed levels but contains:
Full multiplayer (Real-Time 3-way WiFi racing with configurable
levels)
Easy, Medium, Hard AI
Endless play, Speed trials, Campaign
Light Racer 3D uses dynamic text by drawing to a HUD canvas and then
uploading that texture for each update. It did work to upload the new
texture every frame (score changing every tick) but it did have a
slight impact on performance. I ended up just updating every 10
frames. For my next game
I submitted a trial version of Light Racer 3D. It's full LAN
multiplayer + 5 levels of the full game, which I also released on to
the market yesterday. I think I put in 110 hours in the past week to
get it done on time. It's submitted to the action category as well.
There are dev videos on
The rules just say Aug 31, but what does that mean? Tonight (Aug 30)
at 12am PST? Does it mean through Aug 31, so Aug 31, 12am in some
timezone?
Can we get a more specific time here?
Thanks!
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Ah yes, there it is. Thanks, Mark!
On Aug 30, 2:35 pm, Mark Murphy mmur...@commonsware.com wrote:
The rules just say Aug 31, but what does that mean?
You must be reading the wrong rules.
5. CHALLENGE TIMELINE: All Entries must be submitted before the end of
the Submission Period. The
I wrote a utility to import OBJ files from Max and I've found that
things look nearly identical in the game as they did in the app. Are
you doing a lot of dynamic geometry and effects? If not, I'd
recommend using a modeling tool and developing a process to import.
In my experience, the best
It's no secret that both the HTC Dream and HTC Magic have problems
with sound from the built-in speaker interfering with the
accelerometer. I'm currently having the problem with my new game and
am not sure how I'm supposed to work around it. Quite frankly, the
sound is a big part of the game
Stratton cs07...@gmail.com wrote:
On Aug 28, 7:39 pm, Robert Green rbgrn@gmail.com wrote:
It's no secret that both the HTC Dream and HTC Magic have problems
with sound from the built-in speaker interfering with the
accelerometer. I'm currently having the problem with my new game and
am
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