~~~ Well, that's the ultimate goal. Let's achieve it together --
contributors wanted! ~~~
Itoa is a cluster of open-source projects that implement compiler,
build scripts and various libraries to allow building Android's apk
from Objective-C source files.
Two main features of Itoa are:
1.
I can suggest something weird - to boost priority for the time of
rendering.
See how I did that in ToF:
http://code.google.com/p/tapsoffire/source/browse/trunk/src/org/tof/util/GameFPSTimer.java
(onBeforeRender/onAfterRender)
Dmitry
On 31 дек, 05:39, Robert Green rbgrn@gmail.com wrote:
I
Wow, nice and informative reply, thank you!
Couple of points from my side:
(1) use glDrawTexfOES for sprite renderings, it is super fast
(2) as of 1.6 you can use OpenGL in NDK, so you can do all rendering
in native code
(3) Armadillo Roll is completely implemented in native code, with a
tiny
Nice discussion you have there...
For the last few days I was thinking about how to implement protection
technics for Android apps.
One way is to go with alternative markets (like slideme) which provide
online activation (slidelock in case of slideme).
But more challenging (and interesting!) is
the whole update system of the
market. The upside of that, in turn, is that maybe google will finally
pay attention to the problem :)
Dmitry
On 24 ноя, 16:28, String sterl...@addressender.com wrote:
On Nov 24, 10:15 am, Dmitry.Skiba dmitry.sk...@gmail.com wrote:
(1) Be able to supply an unique
for the given code gives as
protection for the code sharing.
Dmitry
On 24 Nov, 11:15, Dmitry.Skiba dmitry.sk...@gmail.com wrote:
Nice discussion you have there...
For the last few days I was thinking about how to implement protection
technics for Android apps.
One way is to go
how most of the desktop software is sold
these days.
Juan
On Tue, Nov 24, 2009 at 10:28 AM, String sterl...@addressender.com wrote:
On Nov 24, 10:15 am, Dmitry.Skiba dmitry.sk...@gmail.com wrote:
(1) Be able to supply an unique token to the user when he buys an app,
and have him enter
, Dmitry.Skiba dmitry.sk...@gmail.com wrote:
If your OpenGL game is running badly on Samsung Galaxy, you can try
solution that we have found here:
http://www.anddev.org/samsung_galaxy_odd_ogl_es_hardware_acceleration...
In short, you need to setup your own EGLConfigChooser and choose depth
size
If your OpenGL game is running badly on Samsung Galaxy, you can try
solution that we have found here:
http://www.anddev.org/samsung_galaxy_odd_ogl_es_hardware_acceleration_resolved-t8511.html
In short, you need to setup your own EGLConfigChooser and choose depth
size of 16. This is what we found.
I've got three mails for 'Skiba PDF Reader', which didn't make it and
none for 'Taps of Fire'.
But then I checked spam folder, and woo-hoo!
Congratulations! Your application 'Taps Of Fire' was selected by
Android users as one of the top 20 in the Entertainment category!
--
You received this
-processed XML file and not a plain XML
file.
That's bad news... it would be great if there was a workaround for
this one...
Now I have to parse the XML myself and create the layout...
Any other suggestions?
Thanks,
Argy
On Sep 15, 8:36 am, Dmitry.Skiba dmitry.sk...@gmail.com wrote:
Hm
Hm, at a first glance this is possible: several LayoutInflater.inflate
methods accept XmlPullParser, and you can certanly create one for an
arbitrary Reader.
Dmitry
On 15 сен, 06:48, Argy akri...@gmail.com wrote:
I'm just wondering if I'm able to create a View from an external XML
source.
As
You can use this technique: http://www.anddev.org/crashreporthandler-t6389.html
In short, installing exception handler and lauching error report
activity on crash.
Add 'send' button and you're done.
Dmitry
On 9 сен, 01:16, Iroid irfan.f.k...@gmail.com wrote:
Hello all,
In my current
Well, actually you can embed a callback link to a TextView.
You just need special clickable span, which will call your methods
when clicked.
Here's an excerpt from my HTMLDialog class:
public void setHTML(String html) {
html=html.replaceAll((\r\n|\n),);
Spanned
Hi!
My submissions are:
* Taps Of Fire game http://code.google.com/p/tapsoffire (filled under
Entertainment)
* Skiba PDF Reader http://www.anddev.org/skiba_pdf_reader-t6122.html
(Productivity/Tools)
Dmitry
On 2 сен, 18:27, Chris Hager metaka...@gmail.com wrote:
I gave it a shot with MyMarket
In C++ char is one byte long, so memcpy works ok. But one-byte char is
a real pain when it comes to internationalization.
Java's jchar is like wchar_t in C++ and 2 bytes long.
If you are serious about this conversion and there is no way to avoid
it, and it is a real bottleneck, I suggest you to
My submission was a Frets Of Fire port for Android:
http://code.google.com/p/tapsoffire
On Sep 1, 1:57 pm, Dollars 5 dollars5ad...@gmail.com wrote:
Hello All,
Best of luck to all submissions, so what was your submission?
We were able to submit only a partner application which I cannot
Hm. I think that getStreamVolume() and values expected by play() are
unrelated. getStreamVolume() returns integer value in range
[0,getMaxStreamVolume], while SoundPool.play expects float value in
range [0,1). You should try passing 0.99f to play(), so the resulting
volume of sound will be
You can also use full screen non-transparent dialogs. They look like
activities, but are simpler to handle. For example for Settings
screen of a game I would (and in fact, do) go with dialogs.
Dmitry
On 20 авг, 13:40, loctarar andrei.bu...@gmail.com wrote:
Hello!
This may sound a little
Hmm, it works for me, both with textured quad (VBO and not) and with
draw_texture extension.
Dmitry
On 20 авг, 10:58, Robert Green rbgrn@gmail.com wrote:
What's everyone's experience with this?
I'm developing a new game and have been having inconsistencies between
the device and
No, sorry, draw_texture is not working in emulator (and I didn't
checked why or how to avoid it).
Dmitry
On 20 авг, 21:37, Dmitry.Skiba dmitry.sk...@gmail.com wrote:
Hmm, it works for me, both with textured quad (VBO and not) and with
draw_texture extension.
Dmitry
On 20 авг, 10:58
/browse_thread/threa...
Emulator performance is still really bad, though. I've started to use
the device for everything now because the emulator is just too slow
for testing a game.
On Aug 20, 9:38 am, Dmitry.Skiba dmitry.sk...@gmail.com wrote:
No, sorry, draw_texture is not working
Thank you all for replying.
Sleeping in onTouchEvent is an interesting idea, I will try that.
But results in my first post where obtained while *not moving* finger
at all. Well, maybe there are fluctuations in determining my finger's
position, and events were arriving nevertheless. I will check
This issue is pretty important for my game, as simply changing the
priority to a higher value makes it (much) more comfortable to play.
Can I rely to this effect or should I go and cut my geometry in half?
(again...)
Google guys, please answer :)
Dmitry
On 13 авг, 01:40, Dmitry.Skiba
. :}
On Thu, Aug 13, 2009 at 6:17 AM, Dmitry.Skiba dmitry.sk...@gmail.comwrote:
This issue is pretty important for my game, as simply changing the
priority to a higher value makes it (much) more comfortable to play.
Can I rely to this effect or should I go and cut my geometry in half?
(again
I'm curious, what does remark Applications can not normally change to
this priority for some priorities in android.os.Process mean?
I can successfully change thread priority to
THREAD_PRIORITY_URGENT_DISPLAY or THREAD_PRIORITY_AUDIO (and I can
confirm the effect). But I use ADP firmware, maybe on
I don't see gl.glEnableClientState(GL10.{GL_VERTEX_ARRAY,
GL_TEXTURE_COORD_ARRAY}) in your code.
Also don't forget to call GLSurfaceView's onPause() and onResume()
methods (in corresponding Activity methods).
Dmitry
On Aug 11, 11:42 am, alucard20004 alucard20...@gmail.com wrote:
I took the
...@android.com wrote:
On Aug 5, 8:17 pm, Dmitry.Skiba dmitry.sk...@gmail.com wrote:
By the way, to guarantee that non-direct buffer will not be moved be
GC one can hack up a JNI lib wich will 'pin' needed buffers for the
lifetime of an application :)
Actually, you can't. The VM has the option
Good news, gyus!
I've found a way to get rid of garbage collection!
The receipt is simple (and ironic): do not use allocateDirect(), use
allocate(). And use only ByteBuffer, not FloatBuffer, IntBuffer, etc.
- using asFloatBuffer() on non-direct ByteBuffer will result in crash
in libhgl. (I'm too
, 20:30, Paul Thomas
dr.paul.thomas.android.st...@googlemail.com wrote:
Dimitry,
2009/8/5 Dmitry.Skiba dmitry.sk...@gmail.com:
should be
ByteBuffer vbb = ByteBuffer.allocate(vertices.length*4);
vbb.order(ByteOrder.nativeOrder());
for (int vertex: vertices
fad...@android.com wrote:
On Aug 4, 11:09 pm, Dmitry.Skiba dmitry.sk...@gmail.com wrote:
I've found a way to get rid of garbage collection!
The receipt is simple (and ironic): do not use allocateDirect(), use
allocate(). And use only ByteBuffer, not FloatBuffer, IntBuffer, etc.
- using
By the way, to guarantee that non-direct buffer will not be moved be
GC one can hack up a JNI lib wich will 'pin' needed buffers for the
lifetime of an application :)
On 6 авг, 10:07, Dmitry.Skiba dmitry.sk...@gmail.com wrote:
Thank you Jack for your explanation.
I am using VBOs now, so I can
Yes, and this is because they do not use any GL10 methods.
All game is one big jni lib with tiny wrapper of java classes ontop.
The only question is: how did they manage to access gl from jni?
Dmitry
On 1 авг, 00:15, Nightwolf mikh...@gmail.com wrote:
I think things aren't that bad. Take a
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