I've done similar stuff in the past and I've found the best way is to
use a multilevel approach. First have each object have a radius such
that it can tightly encircle the whole object. Then do a broad range
sweep of of collision tests using circle-circle colission tests. This
is basically using
Still waiting here in Canada as well... and not a PEEP out of Google.
Meanwhile iPhone app store and Windows Mobile MarketPlace are both
fully working and operational. Gee I wonder who I'm going to write
games for!?
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I tried it out and noticed that animation and movement jerks once a
second. Anyone else get that?
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I went to ebay and got my self an unlocked T-Mobile G1 for about $319
CDN. Went into settings and enabled the developer settings and boom
ready to roll. Install Eclipse, the Android SDK and your set!
Avoid the Chinese crap... more than likely knockoffs! If it looks to
good to be true... it's
I sadly only found out about the ADC2 about 1 week before it closed
and I had no Android Dev Phone nor did I have a shred of knowledge
about how to code Android other than knowing Java.
I come from PC/Windows Mobile and I have lots of experience there
especially with low-level optimzation of
Ya the OpenGL solution is the best bet in the long run both for
performance as well as all the cool stuff you can do with the text
when using the 3D hardware like being able to fade text in and out by
modifying the alpha values of the verticies or changing text color by
messing with the diffuse
Dan,I've yet to start messing with GL ES so this is coming from
Direct3D experience but the idea is the same.
What you can do is create a texture with all the letters of the
alphabet, numbers 0-9 and symbols. There are apps out there that will
create such a texture and an XML file that contains
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