[android-developers] Re: OpenGL 2D Game Framework
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. --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: OpenGL 2D Game Framework
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? --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: OpenGL 2D Game Framework
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. --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: OpenGL 2D Game Framework
I tried it out and noticed that animation and movement jerks once a second. Anyone else get that? --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: OpenGL 2D Game Framework
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? --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: OpenGL 2D Game Framework
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. --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: OpenGL 2D Game Framework
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. --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: OpenGL 2D Game Framework
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. --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: OpenGL 2D Game Framework
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. --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: OpenGL 2D Game Framework
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. --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: OpenGL 2D Game Framework
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. --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en
[android-developers] Re: OpenGL 2D Game Framework
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. --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: OpenGL 2D Game Framework
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 --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: OpenGL 2D Game Framework
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 --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: OpenGL 2D Game Framework
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 --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: OpenGL 2D Game Framework
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? --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: OpenGL 2D Game Framework
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? --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: OpenGL 2D Game Framework
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. --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: OpenGL 2D Game Framework
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. --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: OpenGL 2D Game Framework
I was thinking of doing something similar, but now I won't have to. I'll look at the code. --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---
[android-developers] Re: OpenGL 2D Game Framework
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. --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups Android Developers group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~--~~~~--~~--~--~---