Jump to content

  • Log In with Google      Sign In   
  • Create Account

Steven De Bock

Member Since 02 Mar 2013
Offline Last Active Jan 10 2016 03:52 PM

Posts I've Made

In Topic: Where to Start

30 March 2014 - 01:00 PM

I have written a small blogpost concerning an initial tetris game on Android (Java) and I've put the code up on Github, maybe it is somewhat helpful for you.


Personally, I learned a lot from Beginning Android Games (it isn't free, but good value for money imho)

In Topic: Mobile phones and tablets for Android game testing

03 October 2013 - 01:50 PM

Wouldn't it be a possibility to log your accelerometer with time information on your android phone and then use the log as input to your virtual device?

In Topic: What is the best way to use OpenGL in Android

03 October 2013 - 01:46 PM

I started of with those tutorials from developer.android.com as well, now I'm working my way through Beginning Android Games (which is a good read and discusses a lot of topics (at a beginners level))


I did note though that you refer to OpenGL as having optimized physics, but please understand, OpenGL is there only for your rendering and will not provide you with any physics. You'll probably encounter OpenGL ES in your Android endeavours, and not OpenGL (Even though Nvidia's Logan project, scheduled for the near future will provide you with a full blown OpenGL implementation, but so far I know there aren't any other OpenGL Android devices out there).


If you are looking for a physics engine, then Box2D might be something you are looking for.


If you just want to have your game out, you might want to have a look at libGDX as VIkato already proposed. Then you'll be able to hit the ground running and you won't have to develop your engine from the ground up. Since you'll also need to consider input management, your game loop, animation, sound...


Anyway, good luck!

In Topic: Shaders - HLSL - SampleLevel()

18 April 2013 - 02:22 PM

Thanks, I should have read the msdn more closely:


The Format of the texture is indeed defined as DXGI_FORMAT_R32G32B32A32_FLOAT.

I was too much focused on the fact that it was a Texture1D and ignored to see that an element could as well have multiple dimensions...


As for the float3 vs float4: I only need a random x, y and z component for v, so no use for a float4 variable.

In Topic: Loading PNG files

03 March 2013 - 01:03 AM



I propose you have a look at D3DX11CreateShaderResourceViewFromFile

Since the D3D10ImageFileFormat is mentioned for D3DX10CreateShaderResourceViewFromFile, however that its not for the D3D11, I still do expect that D3DX11_IMAGE_FILE_FORMAT holds: D3DX11_IFF_PNG Is probably what you are looking for.