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Good OpenGL ES resource for Android

April 29, 2012 in C++, Frameworks, Games, Java, JNI, News, OpenGL, Tutorials, Tutorials, WebGL

Via NeHe

Kevin sent us an email about his site teaching OpenGL ES 2 for Android which looks really cool. If you’re an Android developer or plan to be, be sure to have a look!

http://www.learnopengles.com/

The tutorials are quite good using modern OpenGL ES 2.0 and in tutorial 7 is starting to use libgdx for backward compatibility reasons (froyo 2.2 open gl bugs related)

ps:libgdx does have an interesting architecture  and the list of games build-ed with it is impressive

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Hedgeroid update!

November 26, 2011 in C++, Games, JNI, NDK, Qt framework

[ED: interesting concept for a game Frontend in qt C++ , engine in pascal and lua

you can check the code here ]

Hello,

today a new version of Hedgewars for Android hit the Market!

https://market.android.com/details?id=org.hedgewars.hedgeroid

For users who are updating: please download the additional package again. (Hit download and click on Full data Package)

The last version had a lot of crashes while in the game, the reason for this was because we used 22khz sounds, and sdl didn’t go well with that, I’m still trying to find out exactly why. To prevent the game from crashing that ofter I’ve gone back and used 44khz.

I’ve also changed the way you can download new content, right now only two packages are on there but there might be more soon enough :)

Plus there were some tweaks in the UI mostly hardly noticable.

Xeli

Android game FoembJump now opensourced

November 15, 2011 in Games, JNI, NDK

I’ve decided to make my android game called FoembJump opensource, which contains 99% ObjectPascal code, 0.1% C++ code (because the original OpenGL ES 2.0 JNI-bridged Android Java API was broken in some Android versions 2.0+2.1 (non-existent) and 2.2 (existent but buggy), it’s fixed in Android >=2.3) and 0.9% Java JNI-Bridge Code (with OpenGL ES 2.0 context setup code part and so on).

It uses OpenGL ES 2.0, and it’s multithreaded (so UI, gamelogic and rendering stuff are splitted in own threads for maximal possible framerate over a render task queue).

And the whole sound/music stuff are also self-rendered by the objectpascal code with a own small-but-nice sound system, which supports WAV for sound effects (incl. looping (with support for loop header stuff in the RIFFed WAVs), fading, panning, polyphony, etc.) and MOD/WOW/XM for music (so BeRoXM is integrated).

The game framework itself is crossplatform, so FoembJump can run on Android, Win32/Win64 and Linux-x86/Linux-AMD64 with “only one” codebase.

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And BeRoVectorCanvas is a stacked vector 2D canvas with own TTF font loader and renderer, together with analytical anti aliasing (with optional support for RGB subpixel anti aliasing) for the whole canvas content. It’s, or better it was used mainly only for the font rendering stuff.

Android market link: https://market.android.com/details?i…ames.foembjump
AndroidPit app center link: http://www.androidpit.de/de/android/…jump/FoembJump

And here finally the link to the sources: http://rootserver.rosseaux.net/android/code/FoembJump/

The game data stuff is licensed under the http://creativecommons.org/licenses/by-nc-sa/3.0/
license, for example the most of the graphics are from Christoph ‘giZMo’ Muetze.

And the code is mostly licensed under the 2-clause simplified BSD license.

I’ve rarely seen such a good explanation of basic 3D concepts.

November 10, 2011 in Games, Tutorials

This was easily one of the best talks of the conference! I’ve rarely seen such a good explanation of basic 3D concepts.

It’s not Android but it might help you with 3d intro concepts in OpenGL/WebGL

OnGameStart 2011 – How to implement a 3D engine in HTML5 -Marius Gundersen, Origami3d Engine from Filmpoint on Vimeo.

 

 

 

 

The Modern OpenGL tutorials series continue

September 8, 2011 in C++, Games, JNI, NDK, Tutorials, Tutorials

The Modern OpenGL tutorials series continue – now with a first section on lighting, covering the different kind of lights (sun, hemi, spot, etc.) using a simple diffuse model and clear code.

http://en.wikibooks.org/wiki/OpenGL_Programming#The_lighting_arc

This one is derived from the excellent set of Blender GLSL tutorials by Martin Kraus.

As usual, the documentation is CC-BY-SA/GFDL, and the code is in the public domain.

We’re also expecting another tutorial on scientific visualisation.

Cool Idea : Home Invasion is a location-based game for android devices.

August 22, 2011 in Games, Uncategorized

Home Invasion is a location-based game for android devices.
You control your spaceship by walking outside in your neighborhood. Yes! You have to go outside to play this game. To play, you need a constant GPS signal, a working internet connection and some nearby roads.Story:
Aliens invade your neighborhood and you are one of them! Your mission is to destroy all the targets that your overlords have placed. Those are indicated through green glowing dots. To destroy them you have to get them into your laser range. For each destroyed target you will get a point. But beware! Military is informed and trys to stop you. Don’t get into the fire range of the tanks or they will destroy you.

WARNING!
Don’t play this game on a busy road or while driving! Don’t put yourself in danger! Obey the traffic rules and regulations!

FAQ!
Do I really have to walk outside to play this game?: Yes!
How does my ufo shoot?: Your ufo shoots as soon as the targets are within your laser range but not if they are too near.
Why doesn’t my ufo shoot?: The tanks and the ufo are only shoot if you move.
The game doesn’t start!: Make sure you are outside and your internet connection works. You need a fast internet connection otherwise the game will stuck sometimes.

Keywords: Augmented Reality GPS Location based Geocaching

 

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Using a PS3 controller with the Motorola Xoom

June 12, 2011 in Applications, Games

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This is just the beginning, folks. With the addition of the USB host capability in Android 3.1, we’re about to see an onslaught of cool peripherals for Android devices. And here we have the PS3 controller being used on the Motorola Xoom. All you really need, in this example anyway, is a controller, one of those imported OTG cables and, of course, a compatible app. The latter is going to be the bottleneck at first. Write your congressman. Write your developer. And let’s get this done.

Source: Booyagadget via Android Central Forums

Halfbrick puts you in zombie hell with Age of Zombies

June 11, 2011 in Applications, Games

Halfbrick, creator of the super popular Fruit Ninja, has released Age of Zombies on the Android Market today. The zombierific game puts you in the shoes of badass, Barry Steakfries. Our hero is on a mission to protect the Earth from Professor Brains who is plotting to destroy humanity with zombies. Armed with cheesy one-liners and tons of big guns, Steakfries reminds us of popular video game character, Duke Nukem.

“We’re happy to finally bring Barry to Android,” says Michael Dobele, Executive Producer. “Our fans have been following his time-travelling adventures online for a while, and we’re excited to release the full version of the game out to the greater Android market.”

Age of Zombies isn’t new to mobile games, though. It’s already been on iOS and PlayStation Minis for months already. In fact, Xperia Play owners have been killing zombies for a few weeks now. The zombie filled game was a timed exclusive on the Sony Ericsson device. The game is priced at $2.99 according to the press release, but a quick Market search lists the game for $3.16.

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