Hi,
your SDK seems interesting but I don't see support for developing in Linux.
Seems weird to me since it's easier to compile with NDK on Linux then in
Windows (for example).
Is there a way to develop for Android on Linux using your SDK?
Regards,
Daniele
On Friday, December 28, 2012
Apparently my question has been already replied:
http://www.batterytechsdk.com/content/1089-official-linux-support
You should upgrade the homepage / doc ;)
So I move to the next question: is it compatible with Gradle and Android
Studio?
Still there's a problem of not being able to evaluate it
Ok, thanks. BTW, I'm confused about something.
I'm looking at the project named batterytech here:
http://www.batterytechsdk.com/sdk-documentation/group___eclipse_setup.html
Can you tell me what the end product is of building that? Is it a .so file
or .jar or something?
How do the other
Hi Bob,
You're looking at the SDK documentation, which is used to write an
application in C++. You don't need any of that to evaluate the engine, but
should you choose to use it later and build the engine for Android, the end
product is an .so which is all of the compiled SDK and Engine C++ code
Okay. By the way, what is the difference between BatteryTech SDK and
BatteryTech Engine?
Thanks.
On Thursday, January 10, 2013 4:20:55 PM UTC-6, Robert Green wrote:
The mobile builds and projects are only available in the purchased
version. The free dev kit is just Windows and OSX.
If
Hi Bob,
The SDK is the lower-level C++ platform and the engine is a game engine
written on top of the SDK that provides all the high level things a game
developer would want like animation, scripting, resource management, etc
Robert Green
DIY at http://www.rbgrn.net/
On Mon, Jan 14, 2013 at
Thanks.
I'll try to take a look at them when I get a chance.
BTW, do you pretty much need the NDK to use your engine?
On Thursday, January 3, 2013 12:20:09 PM UTC-6, Robert Green wrote:
Hi Bob,
There are a number of games already available using BatteryTech Engine
that show off
If you don't want to modify the engine itself you can just copy the .so
files and you don't need NDK. If you want to change any of the C/C++ code
in the engine, you'll need NDK to rebuild it for Android.
When you're just developing your game, before device testing, you don't
need anything for
Thanks.
Can you tell me where to find the .so file?
I don't see it in your two zip files.
On Thursday, January 10, 2013 1:20:31 PM UTC-6, Robert Green wrote:
If you don't want to modify the engine itself you can just copy the .so
files and you don't need NDK. If you want to change
The mobile builds and projects are only available in the purchased version.
The free dev kit is just Windows and OSX.
If it works in your desktop build, it'll work on the device with the
exception of non power-of-two images. On mobile you're just testing
performance and multitouch input before
Cool.
Maybe you could put an app in the Android Market that demos your new
engine?
This would make it easier for us to see what it can do.
On Tuesday, January 1, 2013 11:57:53 AM UTC-6, Robert Green wrote:
Thanks bob! That game was from before BatteryTech and was the reason we
Hi Bob,
There are a number of games already available using BatteryTech Engine that
show off some of the basic capabilities, then we do include an APK of our
demo in the engine download so that you can try it out on your device.
We'll be posting that to the market next week as well, but it is
Thanks bob! That game was from before BatteryTech and was the reason we
built a proper game engine.
Robert Green
DIY at http://www.rbgrn.net/
On Mon, Dec 31, 2012 at 7:38 PM, bob b...@coolfone.comze.com wrote:
Thanks.
By the way, I tried your Deadly Chambers game. It is impressive. I
Thanks.
By the way, I tried your Deadly Chambers game. It is impressive. I like
how the guy's name is Chambers. Very funny.
On Saturday, December 29, 2012 12:46:49 PM UTC-6, Robert Green wrote:
Yes, texture mapping is fairly standard and is very well supported.
BAI means Binary Asset
Yes, texture mapping is fairly standard and is very well supported.
BAI means Binary Asset Import and is a compact memory-safe format of the
internal structure of the open asset importer library. We did create it
ourselves but it's simple, easy to maintain and extend and fully compatible
with
Out of the box it supports OBJ for static geometry and Collada (DAE) for
static and animated models. We have a utility that will convert either of
those to a binary format called BAI to go to production because it's
smaller and loads faster. The engine uses a library called Open Asset
Import
Thanks.
Also,
Does it support texture-mapped models?
And, is the BAI format your own invention?
On Friday, December 28, 2012 11:28:48 AM UTC-6, Robert Green wrote:
Out of the box it supports OBJ for static geometry and Collada (DAE) for
static and animated models. We have a
Looks interesting. What 3d model formats does it support?
On Thursday, December 27, 2012 5:24:59 PM UTC-6, Robert Green wrote:
Hi All,
I'm a long time contributor of this group (over 400 posts I think),
developer of Deadly Chambers, Antigen and several other Android games and
just
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