[android-developers] Re: OpenGL 2D Game Framework

2009-09-22 Thread Cédric Berger

On Tue, Sep 22, 2009 at 01:28, Dan Sherman impact...@gmail.com wrote:

 I'm not too knowledgable on the LGPL, but the Mozilla license would be
 something to look into.


Apache license (same as Android code license) may be the best choice.

And this would also allow for easy inclusion of some of this code
directly into android if ever needed.

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[android-developers] Re: OpenGL 2D Game Framework

2009-09-21 Thread rich...@stickycoding.com

Definitely a good idea Fred, something else that I put into the TODO
list, thanks.
1.6 wasn't out when I was working the audio part of the engine, so it
never crossed my mind.


Also, I've been working on a game from the engine myself, and I've
made a nifty path following modifier, that will get take a sprite and
follow it smoothly (using natural cubic splines) along a series of x/y
points, rotating if it needs to. If anyones interested, it'll be in
the next update of the engine on the site in a couple of days :)


On Sep 20, 3:48 pm, Fred Grott(Android Expert)
fred.gr...@gmail.com wrote:
 how about using the new sound track engine in Android 1.6? JetBoy?

 On Sep 20, 8:28 am, rich...@stickycoding.com



 rich...@stickycoding.com wrote:
  Alright, thanks for the suggestions you sent me Lance, it did make a
  noticeable difference.
  I also changed a lot of things that were causing garbage, and added in
  a new particle engine.
  For anyone who's nosey, you can take a look here at the new 
  featureshttp://www.youtube.com/watch?v=jWYL-L7HnEE

  I seem to be having some problems with the sound however. I can use
  MediaPlayer to play music, and framerate doesn't really drop. Or I can
  use SoundPool for effects, and framerate doesn't really drop. But if I
  use them at the same time (to have Music, and Sound Effects) the drop
  in framerate seems to greatly exceed the two alone combined. Is there
  a reason for this, or any solution?
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[android-developers] Re: OpenGL 2D Game Framework

2009-09-21 Thread pro

Hi Richard,

What is the terms  conditions for using it? I mean copyright etc...

I'm developing some games ( my area of interest is AI type games ),
but I might be able to take some fragments of code for animations,
placement of objects etc. But for commercial side, I don't want to get
into something that has some weired licensing ...

No doubt this framework has some very very good stuff that possibly
can be used as cutpaste or simply dropping those class definition
files ...

-pro

On Sep 18, 6:08 am, rich...@stickycoding.com
rich...@stickycoding.com wrote:
 I've been working on a game framework for a little while, and while
 its far from perfect, I've put the current version online.

 To be honest, I haven't used much OpenGL in the past. Before last week
 I had never tried using it.
 If anyone would like to take a look, please do, I'd appreciate all the
 help possible on speeding it up.
 There are many features I have in mind and am planning at the minute,
 but so far it supports:

 # Texture and Sprite management
 # Text, using TTF fonts
 # Organised layers
 # Two audio management classes, one optimized for music, the other for
 sound effects
 # Sprite dynamics (acceleration, terminal velocity, collisions)
 # Animation
 # Handlers to manage events fired through movement, animation, screen
 touches, accelerometer input, device shaking and collisions
 # Several minor features aimed at speeding development, such as screen
 settings and vibration

 The code is athttp://code.google.com/p/rokon/

 Again, I'd very much appreciate advice or help with any bugs you can
 see, thanks.
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[android-developers] Re: OpenGL 2D Game Framework

2009-09-21 Thread Phred

I tried it out and noticed that animation and movement jerks once a
second.  Anyone else get that?
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[android-developers] Re: OpenGL 2D Game Framework

2009-09-21 Thread nEx.Software

Probably some GC going on, I also noticed it but it seemed less
frequent than once per second.

On Sep 21, 7:45 am, Phred phr...@gmail.com wrote:
 I tried it out and noticed that animation and movement jerks once a
 second.  Anyone else get that?
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[android-developers] Re: OpenGL 2D Game Framework

2009-09-21 Thread Andrew Shu

I noticed on the google code page http://code.google.com/p/rokon/ that
the license is GPL 3, which means anyone who uses it must open source
their app.

Richard, have you given some thought to changing the license to
something more permissive? Either way, impressive work. Good job.

On Sep 21, 10:21 am, pro proka...@gmail.com wrote:
 Hi Richard,

 What is the terms  conditions for using it? I mean copyright etc...

 I'm developing some games ( my area of interest is AI type games ),
 but I might be able to take some fragments of code for animations,
 placement of objects etc. But for commercial side, I don't want to get
 into something that has some weired licensing ...

 No doubt this framework has some very very good stuff that possibly
 can be used as cutpaste or simply dropping those class definition
 files ...

 -pro

 On Sep 18, 6:08 am, rich...@stickycoding.com

 rich...@stickycoding.com wrote:
  I've been working on a game framework for a little while, and while
  its far from perfect, I've put the current version online.

  To be honest, I haven't used much OpenGL in the past. Before last week
  I had never tried using it.
  If anyone would like to take a look, please do, I'd appreciate all the
  help possible on speeding it up.
  There are many features I have in mind and am planning at the minute,
  but so far it supports:

  # Texture and Sprite management
  # Text, using TTF fonts
  # Organised layers
  # Two audio management classes, one optimized for music, the other for
  sound effects
  # Sprite dynamics (acceleration, terminal velocity, collisions)
  # Animation
  # Handlers to manage events fired through movement, animation, screen
  touches, accelerometer input, device shaking and collisions
  # Several minor features aimed at speeding development, such as screen
  settings and vibration

  The code is athttp://code.google.com/p/rokon/

  Again, I'd very much appreciate advice or help with any bugs you can
  see, thanks.


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[android-developers] Re: OpenGL 2D Game Framework

2009-09-21 Thread Dan Sherman
The library looks great (after a few hours of playing with it), definitely
has some improvements that could be made, but very well laid out and easy to
work with.

However, the GPLv3 does make game development a bit of an issue, if the
games need to be released as GPLv3 as well...

- Dan

On Mon, Sep 21, 2009 at 10:53 AM, Andrew Shu talklit...@gmail.com wrote:


 I noticed on the google code page http://code.google.com/p/rokon/ that
 the license is GPL 3, which means anyone who uses it must open source
 their app.

 Richard, have you given some thought to changing the license to
 something more permissive? Either way, impressive work. Good job.

 On Sep 21, 10:21 am, pro proka...@gmail.com wrote:
  Hi Richard,
 
  What is the terms  conditions for using it? I mean copyright etc...
 
  I'm developing some games ( my area of interest is AI type games ),
  but I might be able to take some fragments of code for animations,
  placement of objects etc. But for commercial side, I don't want to get
  into something that has some weired licensing ...
 
  No doubt this framework has some very very good stuff that possibly
  can be used as cutpaste or simply dropping those class definition
  files ...
 
  -pro
 
  On Sep 18, 6:08 am, rich...@stickycoding.com
 
  rich...@stickycoding.com wrote:
   I've been working on a game framework for a little while, and while
   its far from perfect, I've put the current version online.
 
   To be honest, I haven't used much OpenGL in the past. Before last week
   I had never tried using it.
   If anyone would like to take a look, please do, I'd appreciate all the
   help possible on speeding it up.
   There are many features I have in mind and am planning at the minute,
   but so far it supports:
 
   # Texture and Sprite management
   # Text, using TTF fonts
   # Organised layers
   # Two audio management classes, one optimized for music, the other for
   sound effects
   # Sprite dynamics (acceleration, terminal velocity, collisions)
   # Animation
   # Handlers to manage events fired through movement, animation, screen
   touches, accelerometer input, device shaking and collisions
   # Several minor features aimed at speeding development, such as screen
   settings and vibration
 
   The code is athttp://code.google.com/p/rokon/
 
   Again, I'd very much appreciate advice or help with any bugs you can
   see, thanks.
 
 
 


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[android-developers] Re: OpenGL 2D Game Framework

2009-09-21 Thread nEx.Software

Dan, that's what I was thinking as well (regarding the GPLv3).

On Sep 21, 9:42 am, Dan Sherman impact...@gmail.com wrote:
 The library looks great (after a few hours of playing with it), definitely
 has some improvements that could be made, but very well laid out and easy to
 work with.

 However, the GPLv3 does make game development a bit of an issue, if the
 games need to be released as GPLv3 as well...

 - Dan

 On Mon, Sep 21, 2009 at 10:53 AM, Andrew Shu talklit...@gmail.com wrote:

  I noticed on the google code pagehttp://code.google.com/p/rokon/that
  the license is GPL 3, which means anyone who uses it must open source
  their app.

  Richard, have you given some thought to changing the license to
  something more permissive? Either way, impressive work. Good job.

  On Sep 21, 10:21 am, pro proka...@gmail.com wrote:
   Hi Richard,

   What is the terms  conditions for using it? I mean copyright etc...

   I'm developing some games ( my area of interest is AI type games ),
   but I might be able to take some fragments of code for animations,
   placement of objects etc. But for commercial side, I don't want to get
   into something that has some weired licensing ...

   No doubt this framework has some very very good stuff that possibly
   can be used as cutpaste or simply dropping those class definition
   files ...

   -pro

   On Sep 18, 6:08 am, rich...@stickycoding.com

   rich...@stickycoding.com wrote:
I've been working on a game framework for a little while, and while
its far from perfect, I've put the current version online.

To be honest, I haven't used much OpenGL in the past. Before last week
I had never tried using it.
If anyone would like to take a look, please do, I'd appreciate all the
help possible on speeding it up.
There are many features I have in mind and am planning at the minute,
but so far it supports:

# Texture and Sprite management
# Text, using TTF fonts
# Organised layers
# Two audio management classes, one optimized for music, the other for
sound effects
# Sprite dynamics (acceleration, terminal velocity, collisions)
# Animation
# Handlers to manage events fired through movement, animation, screen
touches, accelerometer input, device shaking and collisions
# Several minor features aimed at speeding development, such as screen
settings and vibration

The code is athttp://code.google.com/p/rokon/

Again, I'd very much appreciate advice or help with any bugs you can
see, thanks.


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[android-developers] Re: OpenGL 2D Game Framework

2009-09-21 Thread polyclefsoftware

Yes, the description in Google Code for the project says powerful
enough to create a highly polished commercial game. But you can't
exactly create a commercial game with code licensed under the GPL,
right?

On Sep 21, 11:46 am, nEx.Software email.nex.softw...@gmail.com
wrote:
 Dan, that's what I was thinking as well (regarding the GPLv3).

 On Sep 21, 9:42 am, Dan Sherman impact...@gmail.com wrote:

  The library looks great (after a few hours of playing with it), definitely
  has some improvements that could be made, but very well laid out and easy to
  work with.

  However, the GPLv3 does make game development a bit of an issue, if the
  games need to be released as GPLv3 as well...

  - Dan

  On Mon, Sep 21, 2009 at 10:53 AM, Andrew Shu talklit...@gmail.com wrote:

   I noticed on the google code pagehttp://code.google.com/p/rokon/that
   the license is GPL 3, which means anyone who uses it must open source
   their app.

   Richard, have you given some thought to changing the license to
   something more permissive? Either way, impressive work. Good job.

   On Sep 21, 10:21 am, pro proka...@gmail.com wrote:
Hi Richard,

What is the terms  conditions for using it? I mean copyright etc...

I'm developing some games ( my area of interest is AI type games ),
but I might be able to take some fragments of code for animations,
placement of objects etc. But for commercial side, I don't want to get
into something that has some weired licensing ...

No doubt this framework has some very very good stuff that possibly
can be used as cutpaste or simply dropping those class definition
files ...

-pro

On Sep 18, 6:08 am, rich...@stickycoding.com

rich...@stickycoding.com wrote:
 I've been working on a game framework for a little while, and while
 its far from perfect, I've put the current version online.

 To be honest, I haven't used much OpenGL in the past. Before last week
 I had never tried using it.
 If anyone would like to take a look, please do, I'd appreciate all the
 help possible on speeding it up.
 There are many features I have in mind and am planning at the minute,
 but so far it supports:

 # Texture and Sprite management
 # Text, using TTF fonts
 # Organised layers
 # Two audio management classes, one optimized for music, the other for
 sound effects
 # Sprite dynamics (acceleration, terminal velocity, collisions)
 # Animation
 # Handlers to manage events fired through movement, animation, screen
 touches, accelerometer input, device shaking and collisions
 # Several minor features aimed at speeding development, such as screen
 settings and vibration

 The code is athttp://code.google.com/p/rokon/

 Again, I'd very much appreciate advice or help with any bugs you can
 see, thanks.
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[android-developers] Re: OpenGL 2D Game Framework

2009-09-21 Thread Dan Sherman
You can technically.  Nothing prevents your from selling the game you make,
you do have to release all of the source however, which makes doing anything
that you might want hidden (network protocols, etc) a bit tougher.  :)

- Dan

On Mon, Sep 21, 2009 at 1:07 PM, polyclefsoftware dja...@gmail.com wrote:


 Yes, the description in Google Code for the project says powerful
 enough to create a highly polished commercial game. But you can't
 exactly create a commercial game with code licensed under the GPL,
 right?

 On Sep 21, 11:46 am, nEx.Software email.nex.softw...@gmail.com
 wrote:
  Dan, that's what I was thinking as well (regarding the GPLv3).
 
  On Sep 21, 9:42 am, Dan Sherman impact...@gmail.com wrote:
 
   The library looks great (after a few hours of playing with it),
 definitely
   has some improvements that could be made, but very well laid out and
 easy to
   work with.
 
   However, the GPLv3 does make game development a bit of an issue, if the
   games need to be released as GPLv3 as well...
 
   - Dan
 
   On Mon, Sep 21, 2009 at 10:53 AM, Andrew Shu talklit...@gmail.com
 wrote:
 
I noticed on the google code pagehttp://code.google.com/p/rokon/that
the license is GPL 3, which means anyone who uses it must open source
their app.
 
Richard, have you given some thought to changing the license to
something more permissive? Either way, impressive work. Good job.
 
On Sep 21, 10:21 am, pro proka...@gmail.com wrote:
 Hi Richard,
 
 What is the terms  conditions for using it? I mean copyright
 etc...
 
 I'm developing some games ( my area of interest is AI type games ),
 but I might be able to take some fragments of code for animations,
 placement of objects etc. But for commercial side, I don't want to
 get
 into something that has some weired licensing ...
 
 No doubt this framework has some very very good stuff that possibly
 can be used as cutpaste or simply dropping those class definition
 files ...
 
 -pro
 
 On Sep 18, 6:08 am, rich...@stickycoding.com
 
 rich...@stickycoding.com wrote:
  I've been working on a game framework for a little while, and
 while
  its far from perfect, I've put the current version online.
 
  To be honest, I haven't used much OpenGL in the past. Before last
 week
  I had never tried using it.
  If anyone would like to take a look, please do, I'd appreciate
 all the
  help possible on speeding it up.
  There are many features I have in mind and am planning at the
 minute,
  but so far it supports:
 
  # Texture and Sprite management
  # Text, using TTF fonts
  # Organised layers
  # Two audio management classes, one optimized for music, the
 other for
  sound effects
  # Sprite dynamics (acceleration, terminal velocity, collisions)
  # Animation
  # Handlers to manage events fired through movement, animation,
 screen
  touches, accelerometer input, device shaking and collisions
  # Several minor features aimed at speeding development, such as
 screen
  settings and vibration
 
  The code is athttp://code.google.com/p/rokon/
 
  Again, I'd very much appreciate advice or help with any bugs you
 can
  see, thanks.
 


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[android-developers] Re: OpenGL 2D Game Framework

2009-09-21 Thread Carmen Delessio
I think this library looks great and I see how I can use it in apps that
need great graphics features, not just games.

Regarding licensing, it would be great to figure out a way encourage lots of
solid libraries to be built and made available to the Android community.

For that to happen, I think it makes sense for code to be open-source so
that people can see it and improve it.
I also think it is reasonable for the developer to make money from the
library.

Some people may see that as controversial, but I hope it could be beneficial
for everyone.

The first link below provides some reasons NOT to LGPL code.
The second link is one projects explanation of dual licensing with both GPL
and commercial options.

http://www.fsf.org/licensing/licenses/why-not-lgpl.html
http://www.extjs.com/company/dual.php

Does dual licensing make sense for libraries in the Android Community?
What's the right price for a library?
Should the same license apply if I build 1 app with the license or 50?

-- 
Carmen
http://www.twitter.com/CarmenDelessio
http://www.talkingandroid.com
http://www.facebook.com/BFFPhoto (Facebook  Photo App)
http://www.twitter.com/DroidDrop (Drop.io private file sharing app)


On Mon, Sep 21, 2009 at 1:26 PM, Dan Sherman impact...@gmail.com wrote:

 You can technically.  Nothing prevents your from selling the game you make,
 you do have to release all of the source however, which makes doing anything
 that you might want hidden (network protocols, etc) a bit tougher.  :)

 - Dan


 On Mon, Sep 21, 2009 at 1:07 PM, polyclefsoftware dja...@gmail.comwrote:


 Yes, the description in Google Code for the project says powerful
 enough to create a highly polished commercial game. But you can't
 exactly create a commercial game with code licensed under the GPL,
 right?

 On Sep 21, 11:46 am, nEx.Software email.nex.softw...@gmail.com
 wrote:
  Dan, that's what I was thinking as well (regarding the GPLv3).
 
  On Sep 21, 9:42 am, Dan Sherman impact...@gmail.com wrote:
 
   The library looks great (after a few hours of playing with it),
 definitely
   has some improvements that could be made, but very well laid out and
 easy to
   work with.
 
   However, the GPLv3 does make game development a bit of an issue, if
 the
   games need to be released as GPLv3 as well...
 
   - Dan
 
   On Mon, Sep 21, 2009 at 10:53 AM, Andrew Shu talklit...@gmail.com
 wrote:
 
I noticed on the google code pagehttp://
 code.google.com/p/rokon/that
the license is GPL 3, which means anyone who uses it must open
 source
their app.
 
Richard, have you given some thought to changing the license to
something more permissive? Either way, impressive work. Good job.
 
On Sep 21, 10:21 am, pro proka...@gmail.com wrote:
 Hi Richard,
 
 What is the terms  conditions for using it? I mean copyright
 etc...
 
 I'm developing some games ( my area of interest is AI type games
 ),
 but I might be able to take some fragments of code for animations,
 placement of objects etc. But for commercial side, I don't want to
 get
 into something that has some weired licensing ...
 
 No doubt this framework has some very very good stuff that
 possibly
 can be used as cutpaste or simply dropping those class definition
 files ...
 
 -pro
 
 On Sep 18, 6:08 am, rich...@stickycoding.com
 
 rich...@stickycoding.com wrote:
  I've been working on a game framework for a little while, and
 while
  its far from perfect, I've put the current version online.
 
  To be honest, I haven't used much OpenGL in the past. Before
 last week
  I had never tried using it.
  If anyone would like to take a look, please do, I'd appreciate
 all the
  help possible on speeding it up.
  There are many features I have in mind and am planning at the
 minute,
  but so far it supports:
 
  # Texture and Sprite management
  # Text, using TTF fonts
  # Organised layers
  # Two audio management classes, one optimized for music, the
 other for
  sound effects
  # Sprite dynamics (acceleration, terminal velocity, collisions)
  # Animation
  # Handlers to manage events fired through movement, animation,
 screen
  touches, accelerometer input, device shaking and collisions
  # Several minor features aimed at speeding development, such as
 screen
  settings and vibration
 
  The code is athttp://code.google.com/p/rokon/
 
  Again, I'd very much appreciate advice or help with any bugs you
 can
  see, thanks.



 


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[android-developers] Re: OpenGL 2D Game Framework

2009-09-21 Thread pro

Thanks Dan, thanks everyone ...

That is what I thought. If the license allows that I've to publish any
modification/addition to this, then perhaps that is okay ( also
depends on how truly it can be used just as a framework). Since it is
hard labor ( on both side, framework developer, as well as game
developer who uses it), I think it would be nice if the whole thing
does not get under the GPL umbrella. I, for sure, want to make some
money (if possible) from my development side because it takes about 4
to 6 months even to craft an engine for the work I'm doing... The fear
is this, if I've to publish all of the code then another person will
take my code, change some modifications, and place another product
( basically same game) with price is half of original price...

I think, I will have to avoid this rat hole of licensing issues

-pro

On Sep 21, 10:26 am, Dan Sherman impact...@gmail.com wrote:
 You can technically.  Nothing prevents your from selling the game you make,
 you do have to release all of the source however, which makes doing anything
 that you might want hidden (network protocols, etc) a bit tougher.  :)

 - Dan

 On Mon, Sep 21, 2009 at 1:07 PM, polyclefsoftware dja...@gmail.com wrote:

  Yes, the description in Google Code for the project says powerful
  enough to create a highly polished commercial game. But you can't
  exactly create a commercial game with code licensed under the GPL,
  right?

  On Sep 21, 11:46 am, nEx.Software email.nex.softw...@gmail.com
  wrote:
   Dan, that's what I was thinking as well (regarding the GPLv3).

   On Sep 21, 9:42 am, Dan Sherman impact...@gmail.com wrote:

The library looks great (after a few hours of playing with it),
  definitely
has some improvements that could be made, but very well laid out and
  easy to
work with.

However, the GPLv3 does make game development a bit of an issue, if the
games need to be released as GPLv3 as well...

- Dan

On Mon, Sep 21, 2009 at 10:53 AM, Andrew Shu talklit...@gmail.com
  wrote:

 I noticed on the google code pagehttp://code.google.com/p/rokon/that
 the license is GPL 3, which means anyone who uses it must open source
 their app.

 Richard, have you given some thought to changing the license to
 something more permissive? Either way, impressive work. Good job.

 On Sep 21, 10:21 am, pro proka...@gmail.com wrote:
  Hi Richard,

  What is the terms  conditions for using it? I mean copyright
  etc...

  I'm developing some games ( my area of interest is AI type games ),
  but I might be able to take some fragments of code for animations,
  placement of objects etc. But for commercial side, I don't want to
  get
  into something that has some weired licensing ...

  No doubt this framework has some very very good stuff that possibly
  can be used as cutpaste or simply dropping those class definition
  files ...

  -pro

  On Sep 18, 6:08 am, rich...@stickycoding.com

  rich...@stickycoding.com wrote:
   I've been working on a game framework for a little while, and
  while
   its far from perfect, I've put the current version online.

   To be honest, I haven't used much OpenGL in the past. Before last
  week
   I had never tried using it.
   If anyone would like to take a look, please do, I'd appreciate
  all the
   help possible on speeding it up.
   There are many features I have in mind and am planning at the
  minute,
   but so far it supports:

   # Texture and Sprite management
   # Text, using TTF fonts
   # Organised layers
   # Two audio management classes, one optimized for music, the
  other for
   sound effects
   # Sprite dynamics (acceleration, terminal velocity, collisions)
   # Animation
   # Handlers to manage events fired through movement, animation,
  screen
   touches, accelerometer input, device shaking and collisions
   # Several minor features aimed at speeding development, such as
  screen
   settings and vibration

   The code is athttp://code.google.com/p/rokon/

   Again, I'd very much appreciate advice or help with any bugs you
  can
   see, thanks.
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[android-developers] Re: OpenGL 2D Game Framework

2009-09-21 Thread rich...@stickycoding.com

Thanks for the suggestions guys, really appreciate it. I've had dozens
of suggestions and thankyou's emailed in today alone.

In regards to licensing, I was going to keep it as GPL for a little
while longer.

I figured, with the engine at the state its in now, its unlikely you
will be able to make a profitable, stable game ready for the market
without fixing some of the bugs and issues that it has. Which would
mean an encouragement for people to make suggestions and
contributions.

When the engine is in a better shape, I have full intentions of making
it totally free to use in any of your commercial games.


Richard
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[android-developers] Re: OpenGL 2D Game Framework

2009-09-21 Thread Dan Sherman
I'm not gunna try to talk you out of it, it's your code, and you should pick
the license that suits your ambitions for the project.

However, I can see it putting off a lot of users that might be interested in
working with it, who can't justify sinking weeks of time into a planned
commercial game, with no real way of knowing if/when the license will change
to be favorable enough to release the game.

I'm not too knowledgable on the LGPL, but the Mozilla license would be
something to look into.

Regardless, the project looks good.

- Dan

On Mon, Sep 21, 2009 at 7:21 PM, Jason Proctor 
jason.android.li...@gmail.com wrote:


 IMHO, this purpose would be better served by adopting a more liberal
 library type licence like LGPL or Mozilla.

 full GPL puts a lot of people off, for reasons already covered.



 Thanks for the suggestions guys, really appreciate it. I've had dozens
 of suggestions and thankyou's emailed in today alone.
 
 In regards to licensing, I was going to keep it as GPL for a little
 while longer.
 
 I figured, with the engine at the state its in now, its unlikely you
 will be able to make a profitable, stable game ready for the market
 without fixing some of the bugs and issues that it has. Which would
 mean an encouragement for people to make suggestions and
 contributions.
 
 When the engine is in a better shape, I have full intentions of making
 it totally free to use in any of your commercial games.
 
 
 Richard
 

 --
 jason.vp.engineering.particle

 


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[android-developers] Re: OpenGL 2D Game Framework

2009-09-21 Thread rich...@stickycoding.com

Alright, I'll take it on board and think about changing it. I really
don't mind if people do whatever they want to with the code, just
thought it might encourage a little more of a push on the
contributions. But considering it, you might be right that its putting
people off.

Maybe change things next update :)

Richard

On Sep 22, 12:28 am, Dan Sherman impact...@gmail.com wrote:
 I'm not gunna try to talk you out of it, it's your code, and you should pick
 the license that suits your ambitions for the project.

 However, I can see it putting off a lot of users that might be interested in
 working with it, who can't justify sinking weeks of time into a planned
 commercial game, with no real way of knowing if/when the license will change
 to be favorable enough to release the game.

 I'm not too knowledgable on the LGPL, but the Mozilla license would be
 something to look into.

 Regardless, the project looks good.

 - Dan

 On Mon, Sep 21, 2009 at 7:21 PM, Jason Proctor 



 jason.android.li...@gmail.com wrote:

  IMHO, this purpose would be better served by adopting a more liberal
  library type licence like LGPL or Mozilla.

  full GPL puts a lot of people off, for reasons already covered.

  Thanks for the suggestions guys, really appreciate it. I've had dozens
  of suggestions and thankyou's emailed in today alone.

  In regards to licensing, I was going to keep it as GPL for a little
  while longer.

  I figured, with the engine at the state its in now, its unlikely you
  will be able to make a profitable, stable game ready for the market
  without fixing some of the bugs and issues that it has. Which would
  mean an encouragement for people to make suggestions and
  contributions.

  When the engine is in a better shape, I have full intentions of making
  it totally free to use in any of your commercial games.

  Richard

  --
  jason.vp.engineering.particle
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[android-developers] Re: OpenGL 2D Game Framework

2009-09-20 Thread rich...@stickycoding.com

Alright, thanks for the suggestions you sent me Lance, it did make a
noticeable difference.
I also changed a lot of things that were causing garbage, and added in
a new particle engine.
For anyone who's nosey, you can take a look here at the new features
http://www.youtube.com/watch?v=jWYL-L7HnEE


I seem to be having some problems with the sound however. I can use
MediaPlayer to play music, and framerate doesn't really drop. Or I can
use SoundPool for effects, and framerate doesn't really drop. But if I
use them at the same time (to have Music, and Sound Effects) the drop
in framerate seems to greatly exceed the two alone combined. Is there
a reason for this, or any solution?
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[android-developers] Re: OpenGL 2D Game Framework

2009-09-20 Thread Fred Grott(Android Expert)

how about using the new sound track engine in Android 1.6? JetBoy?

On Sep 20, 8:28 am, rich...@stickycoding.com
rich...@stickycoding.com wrote:
 Alright, thanks for the suggestions you sent me Lance, it did make a
 noticeable difference.
 I also changed a lot of things that were causing garbage, and added in
 a new particle engine.
 For anyone who's nosey, you can take a look here at the new 
 featureshttp://www.youtube.com/watch?v=jWYL-L7HnEE

 I seem to be having some problems with the sound however. I can use
 MediaPlayer to play music, and framerate doesn't really drop. Or I can
 use SoundPool for effects, and framerate doesn't really drop. But if I
 use them at the same time (to have Music, and Sound Effects) the drop
 in framerate seems to greatly exceed the two alone combined. Is there
 a reason for this, or any solution?
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[android-developers] Re: OpenGL 2D Game Framework

2009-09-20 Thread MrChaz

Wow, thanks.  I look forward to checking this out.

On Sep 18, 2:08 pm, rich...@stickycoding.com
rich...@stickycoding.com wrote:
 I've been working on a game framework for a little while, and while
 its far from perfect, I've put the current version online.

 To be honest, I haven't used much OpenGL in the past. Before last week
 I had never tried using it.
 If anyone would like to take a look, please do, I'd appreciate all the
 help possible on speeding it up.
 There are many features I have in mind and am planning at the minute,
 but so far it supports:

 # Texture and Sprite management
 # Text, using TTF fonts
 # Organised layers
 # Two audio management classes, one optimized for music, the other for
 sound effects
 # Sprite dynamics (acceleration, terminal velocity, collisions)
 # Animation
 # Handlers to manage events fired through movement, animation, screen
 touches, accelerometer input, device shaking and collisions
 # Several minor features aimed at speeding development, such as screen
 settings and vibration

 The code is athttp://code.google.com/p/rokon/

 Again, I'd very much appreciate advice or help with any bugs you can
 see, thanks.
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[android-developers] Re: OpenGL 2D Game Framework

2009-09-20 Thread The Bear

Wow - thank you!

On 18 Sep, 14:08, rich...@stickycoding.com
rich...@stickycoding.com wrote:
 I've been working on a game framework for a little while, and while
 its far from perfect, I've put the current version online.

 To be honest, I haven't used much OpenGL in the past. Before last week
 I had never tried using it.
 If anyone would like to take a look, please do, I'd appreciate all the
 help possible on speeding it up.
 There are many features I have in mind and am planning at the minute,
 but so far it supports:

 # Texture and Sprite management
 # Text, using TTF fonts
 # Organised layers
 # Two audio management classes, one optimized for music, the other for
 sound effects
 # Sprite dynamics (acceleration, terminal velocity, collisions)
 # Animation
 # Handlers to manage events fired through movement, animation, screen
 touches, accelerometer input, device shaking and collisions
 # Several minor features aimed at speeding development, such as screen
 settings and vibration

 The code is athttp://code.google.com/p/rokon/

 Again, I'd very much appreciate advice or help with any bugs you can
 see, thanks.

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[android-developers] Re: OpenGL 2D Game Framework

2009-09-18 Thread Michael MacDonald

I was thinking of doing something similar, but now I won't have to. 
I'll look at the code.


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[android-developers] Re: OpenGL 2D Game Framework

2009-09-18 Thread Lance Nanek

Wow, thank you. This saves me a lot of work. I've been writing a game
with a friend and it is at the point where it has to be changed from
using Canvas to OpenGL.

Just started looking at your framework now - those example classes to
see how it is used are very helpful.

It will be interesting to see how much is the same and how much is
different when the Replica Island source code from the Google I/O
Android games talk finally gets released:
http://code.google.com/events/io/sessions/WritingRealTimeGamesAndroid.html

On Sep 18, 9:08 am, rich...@stickycoding.com
rich...@stickycoding.com wrote:
 I've been working on a game framework for a little while, and while
 its far from perfect, I've put the current version online.

 To be honest, I haven't used much OpenGL in the past. Before last week
 I had never tried using it.
 If anyone would like to take a look, please do, I'd appreciate all the
 help possible on speeding it up.
 There are many features I have in mind and am planning at the minute,
 but so far it supports:

 # Texture and Sprite management
 # Text, using TTF fonts
 # Organised layers
 # Two audio management classes, one optimized for music, the other for
 sound effects
 # Sprite dynamics (acceleration, terminal velocity, collisions)
 # Animation
 # Handlers to manage events fired through movement, animation, screen
 touches, accelerometer input, device shaking and collisions
 # Several minor features aimed at speeding development, such as screen
 settings and vibration

 The code is athttp://code.google.com/p/rokon/

 Again, I'd very much appreciate advice or help with any bugs you can
 see, thanks.
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