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Steven De Bock

Member Since 02 Mar 2013
Offline Last Active Yesterday, 10:18 AM

#5143281 Where to Start

Posted by Steven De Bock on 30 March 2014 - 01:00 PM

I have written a small blogpostconcerning 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)




#5098544 What is the best way to use OpenGL in Android

Posted by Steven De Bock on 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!




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