Both these frameworks are interesting, but as I mentioned before; it
could be better, to create low-level, native NDK game framework
library. Java is just too slow to handle thousands opengl calls per
second for any game more complex than "falling bricks" or sth.

Such framework could load game elements (maps, tiles, sprites, bkgs,
sounds), giving developer control interface set to call high level
methods like setSpriteSpeed, setBackgroundScroll, manageSpritePhysics,
etc..


On 10 Mar, 11:00, Mario Zechner <badlogicga...@gmail.com> wrote:
> Very cool! didn't know about that. I try to get in contact with the
> author.
>
> On 10 Mrz., 02:31, Lance Nanek <lna...@gmail.com> wrote:
>
> > > It allows you to develop your games mostly
> > > on the desktop and deploying it to your Android device
>
> > Neat project. Have you seen this one for the same 
> > purpose?http://code.google.com/p/skorpios/
>
> > Might be neat to cooperate or share techniques or something.
>
> > On Mar 9, 7:11 pm, Mario Zechner <badlogicga...@gmail.com> wrote:
>
> > > While it's not nearly as full featured as XNA i started working on
> > > something similar to XNA. It allows you to develop your games mostly
> > > on the desktop and deploying it to your Android device with just a
> > > couple of lines that instantiate a special Activity subclass. It's
> > > based on OpenGL and allows developing 2D and 3D games. I just finished
> > > writting all the java doc for it and am constantly adding new features
> > > to it. It's called libgdx and can be found 
> > > athttp://code.google.com/p/libgdx/.
> > > I also started blogging about it lately and will continue so adding
> > > sample codes for specific problems. You can find that blog 
> > > athttp://www.badlogicgames.com. An introduction to it can be found 
> > > athttp://apistudios.com/hosted/marzec/badlogic/wordpress/?p=274. A
> > > series of small tutorials wil follow this week and next week.
>
> > >  The whole thing is LGPL so that there's no problem including it in
> > > commercial apps. It's far from being perfect of course but i think the
> > > base functionality and ease of use can kill some of the burden a fresh
> > > android game developer has to overcome.
>
> > > I'm open for suggestions and features you want to see in there!
>
> > > On 9 Mrz., 22:35, Piotr <piotr.zag...@gmail.com> wrote:
>
> > > > Hello,
>
> > > > At my daily job I work as WinMo C++ developer, so I had enough time to
> > > > become hater of that platform ;)
>
> > > > But now, M$ is coming with new Windows Phone. As I suspected, they
> > > > will abandon awful Win32/MFC native coding and all applications, will
> > > > be now managed - run in CLR sandboxes on top of 15 years old Win32
> > > > kernel.
>
> > > > Main coding language will be C#  with .NET framework - Java rival.
>
> > > > WinMo always was terrible phone OS, but now, more interesting is, that
> > > > Windows Phone will support XNA framework:
>
> > > >http://www.youtube.com/watch?v=LQv_3fwopo8
>
> > > > This is full gaming framework with C# interfaces and support for 2D/3D
> > > > graphics, animation, sprites, net play, game sound, controllers, etc..
> > > > XNA greatly improves creating games, because it gives a developer an
> > > > ready to use game abstraction layer.
>
> > > > To the point; Android needs game framework, like XNA. Maybe it should
> > > > be written as NDK library, ready to link with your own application.
> > > > This library could load, manage and draw sprites, backgrounds, make
> > > > simple physics, etc..
>
> > > > Why ? To create games faster, easier. At this time, you must be very
> > > > skilled to create simple platformer with 2 bkgs and 5 sprites. Our
> > > > devices have even 1GHz CPU's and animation can be STILL too slow ! I'm
> > > > tired of the same logical bricks/ball/falling diamonds games over and
> > > > over.
>
> > > > What do you think ?
>
> > > > Is there any chance, that Google will work on something like that ?

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