Hello Mario,
I saw you post on Flixel forum. Its good to hear from you. I do feel a
little crippled because I dont know muchjava, and opengl is very new to me.
First I will try to awser your questions.
- How much of the original Flixel API should be covered?
I dont know, but W. Eraser points out this necessity of using opengles
render instead of canvas render. Looks like a very good point to work on, as
some flixel visual functions dont work or are impossible on canvas.
- How much has been ported so far? I'd actually just rip out the
interfaces/class/method signatures and replace the implementations.
Sorry, cant help much. I saw about a guy, one year ago, ported somekind of
flixel to android, replacing the actionscript syntax with java, and working
only on render and other little issues. That version was a lot bugged, and
this new flixel2 was done by Wing Eraser. Looks like a as3 flixel, added a
d-pad and the canvas render.
The project page has more information. If its not bothering you, can you
point me some books/links to study and get a better idea of your work on
libgdx? Like, to know the roots of the thing? I've read about rendering
using bit blitting, like canvas render, but thats all I know so far.
Really thanks for your interest, if theres something I can do to help,
please ask.
Cheers, Zimbres.
Ps: sorry the late reply. I was working on some deadlines these days.
The more that is already available the better.
2011/4/28 Mario Zechner badlogicga...@gmail.com
Neat, a Flixel Android port would indeed be a nice to have. I saw that
the project is actually not an Actionscript 3 project but a Java based
project. Might i suggest basing the Android Flixel port on libgdx [1]?
Benefit: it would also run on the desktop (windows, linux, mac) and
the nasty OpenGL ES stuff is pretty much hidden by the utility classes
we offer on top of the GLES binding. I played around with Flixel a
little bit a while ago and the port to libgdx should be very straight
forward and painless.
I might even have some time to do this myself. Could you answer me
some questions?
- How much of the original Flixel API should be covered?
- How much has been ported so far? I'd actually just rip out the
interfaces/class/method signatures and replace the implementations.
The more that is already available the better.
Ciao,
Mario
[1] http://code.google.com/p/libgdx/ (ignore the fugliness of the
site, we are working on a dedicated one with super awesome images and
ajax and web scale and all that jazz...)
On 27 Apr., 16:59, Leonardo Zimbres leonardozimb...@gmail.com wrote:
Hello Android Devs,
WingEraser (its how I know him) has been porting Flixel to Android for a
while.
What is flixel? An actionscript 3.0 game framework. Its very well
organized
and have a lot of good stuff into it. Collisions, particles, nice use of
bitmaps to tiles and sprite animations.
If someone is curious about flixel, its homepage has some games:
http://flixel.org/
Abour the porting to android: Theres a lot of good done, but one issue is
giving certain trouble: to convert the framework render pipeline, from
canvas draw to opengl es.
Theres someone up to work on that? Im lerarning what I can, but Im a
little
new on Java, Android and OpenGL.
Ah, the last threads about flixel-android:
http://flixel.org/forums/index.php?topic=2848.45
And the project page:http://code.google.com/p/flixel-android/
Thanks, Zimbres.
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