On Apr 13, 3:39 pm, Mario Zechner badlogicga...@gmail.com wrote:
We are currently in the process of rewritting the 3D utility classes
of libgdx, including better model format support among other things.
See the blog athttp://www.badlogicgames.comfor more info (as well as
the forums :)).
Is
Nice to hear from engine writers. As a note; The game was better than
I expected to see :).
On Apr 13, 3:12 am, Peter Eastman peter.east...@gmail.com wrote:
Another engine to consider is Gamine (http://sourceforge.net/projects/
gamine). I have some experience with it since, well, I wrote it.
The overhead introduced by Interfaceing GL10/GL11 and GL20 is neglible
i'd say. Sadly, there's no work around for that, i'd have prefered a
static method solution if at all possible, but so is live. In real-
world scenarios that overhead does not have an noticeable impact on
your performance,
Make a source directory for the the following package that provides all
the interfaces.
javax.microedition.khronos.opengles.GL.java
javax.microedition.khronos.opengles.GL10.java
javax.microedition.khronos.opengles.GL10Ext.java
javax.microedition.khronos.opengles.GL11.java
As a note; The game was better than I expected to see :).
Thank you. :)
You should consider using a different license though, LGPL and Android don't
mix well due to the dex format
Yes, other people have mentioned that to me. I'm planning to switch
to BSD in the next version. And if you
It's not an engine but it's worth mentioning -
www.batterypoweredgames.com/batterytech
This is a shameless plug. I wrote it, use it and advocate it :)
On Apr 13, 10:40 am, Peter Eastman peter.east...@gmail.com wrote:
As a note; The game was better than I expected to see :).
Thank you. :)
Cool. Tank Recon was one of the first 3d games I tried in android.
Yes I agree that libgdx seems to be best option. It seems that it is
mature enough and have enough documentation.
This is a video of the flight game I wrote using jmonkey 3-4 years ago
http://www.youtube.com/watch?v=1eh4sINvIdA
Another engine to consider is Gamine (http://sourceforge.net/projects/
gamine). I have some experience with it since, well, I wrote it. :)
And I wrote Losing Your Marbles with it, if you want to see it in
action.
Peter
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You received this message because you are subscribed to the Google
It is nice to see at least one response from this huge group :).
I'll develop games, I'll not port smt from desktop. Creating whole
game environments in opengl would be difficult for a single developer,
that's why I'm looking for engines.
jmonkey have nice tools for desktop but it seems that
I looked around at engines at one point and libgdx was the best for
targeting Android IMHO. The ability to develop most of your game on the
PC is a ginormous advantage. Your work flow will be much, much better.
The only thing I found with libgdx is that the engine made a wrapper
around the
Hey u guys!
I'm also developing 2d game for android devices. I'm using canvas and so far
the performance seems okey.
I'm also considering using vector graphics ( just like flash does ) instead
of sprites.
Have you ever tried that?
Any considerations for that approach?
Regards,
John
2011/4/11
Are you trying to port a 3D desktop game to Android, or just create
something new? If you're already familiar with using OpenGL on the desktop,
it's actually not that big of a transition to OpenGL ES 1.x or 2.0. The API
is reduced to its basics, but still offers almost everything you need.
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