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blueshogun96

Member Since 09 Jun 2005
Offline Last Active Today, 03:44 PM
*****

Posts I've Made

In Topic: OpenGL ES 3.1: What are your thoughts/concerns?

Yesterday, 11:31 AM

My game uses OpenGL ES 2.0 since the majority of devices support this.  The list of OpenGL ES 3.0+ devices is still rather small.  Mostly a few Android tablets (minus Amazon Kindles), the latest iOS devices (iPhone5S and later), and the BlackBerry Z30 (my favourite phone, which hardly anyone in the consumer market uses).  Even though my game is 2D, I can still make good use of a number of OpenGL ES 3.0+ features, but at considering that most OpenGL ES 2.0 capable devices can handle it without problems, I don't see a point to it right now.  If my game is successful, I will do a 3D version that will support OpenGL ES 3.0+.


In Topic: What hardware do you use?

19 April 2014 - 11:18 PM

I'm kinda embarrassed to admit my specs here.  Lately, I haven't had any time to make the upgrades to my current machines.  My 2nd machine was a fixer-uper and I bought it for $200, and ended up fixing it for $10.  When I get a chance, I'd like to upgrade the firmware to 2,1, max out the ram @ 32GB and upgrade the processors to 2x4 3.0Ghz Xeon processors.  Contrary to common belief, Macs (not the latest one) are upgradeable.

 

Machine #1:

Macbook Pro 15" (late 2008, early 2009 edition), OSX 10.7 (Lion), 2.93Ghz Core 2 Duo, 4GB Ram, 250GB HDD, NVIDIA GeForce 9600 GT.

 

Machine #2:

Mac Pro (1,1 2006 edition), OSX 10.9.2 (Mavericks), 2.6Ghz 2x2 Xeon, 6GB Ram, 80+250GB HDD, NVIDIA GeForce GTX 760 1.5GB

 

Machine #3:

Windows 7/8 Dual boot, 2.3Ghz? (I forgot) i5, 12GB Ram, ? TB (I forgot again), NVIDIA GeForce GTX 460 2GB? (yes, I forgot... again).

 

I forgot because my PC is in my office, one that I rarely get a chance to go to anymore because my day career takes up nearly all of my time.

 

Shogun.


In Topic: My reputation is now "666".

19 April 2014 - 11:02 PM

Some skip that number.

 

I noticed soon after, somebody rep-ed me.

 

Shogun.


In Topic: .so file can't be loaded!

16 April 2014 - 01:58 PM

Okay, finally fixed it following these instructions:  http://stackoverflow.com/questions/5210107/prevent-manually-added-libraries-from-being-deleted-by-ndk-build

 

It's really annoying that my .so files are automatically deleted when placed in the armeabi folders.  But now it works, and that's all that really matters.  Thanks alot.

 

Shogun.


In Topic: .so file can't be loaded!

16 April 2014 - 01:18 PM

If you are getting Unsatified Link exception its liked you said, the runtime cannot find the shared object. One thing to verify is to open up the .apk using your favorite archive manager/tool and see if the shared object is actually getting packed up with your main shared object. Linking against the library itself is not sufficient, the shared object must also be present at runtime.

You can open up a .apk file like a .zip file?  That's news to me.  Since I'm using MacOSX, there aren't many good tools for that (that have a UI, that is).

 

I changed the extension to .zip, and it unzipped just fine.  So I looked in the armeabi folder, and only my main library was in it.  I tried placing the .so file directly in the folder (not in the app), and it gets deleted every time I attempt to build my app.  Still searching google on ways to include it, but so far, once again, nothing is working.  Any ideas?

 

Shogun.


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