• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
  • entries
    2
  • comments
    0
  • views
    3506

About this blog

Blog detailing the Development Process of the IMPACT 2D Game Engine for the Android OS

Entries in this blog

JonBonazza
After doing some research on the available engines (both 2d and 3d) available for the Android OS, I realized that there is a severe shortage. In fact, there are only two engines that are widely used in the Android world--both of which are 3D engines. With that said, I decided that it would be a great learning experience, as well as a greate resume filler to create a 2D engine with the Android OS in mind. Realizing that I couldn't accomplish the task alone, I decided to enlist the aid of a close collegue of mine, Cameron Hefner. I also attached the engine to my Android app service company, Bonafide Software, and use the company's resources to help push development along--if needed.


Since the Android SDK is based on Java,I was leary of whether or not there would be performance issues, With that in mind, I took to the lovely internet to do some research. After scrounging for information on on the ever-evolving blogesphere, and referencing multiple articles via Google Scholar, I eventually realized that my worries were not groundless. There exist multiple accounts of people attempting to make their 2D games using the Android SDK, only to find that their frame-rates were so low that they would hardly perform on the most powerful of devices. This realization lead me to the thought of using the Android NDK (Native Development Kit) to solve the potential performance issues.


Using the NDK also opened up the possibility of using some of the vast number of libraries developed in the C and C++ languages. The following is a list of libraries that I decided to use for the initial release of the engine:

1) SDL - SDL, although not the prettiest library, is highly functional and provides a lot of optimizations that take a lot of the work away from me. This is a good thing. Furthermore, the developers behind SDL were kind enough to provide a port of SDL to the Android OS. This library is the foundation for our engine.

2) SDL_image - The SDL_image library provides quick, optimized loading of various image formats--perfect for a 2D sprites.

3) Box2D - For the physics side of things, we went with Box2D, as it was also ported to android and well received by the andorid community.

4) Freetype 2 -- We plan to use the FT2 library to handle the font rendering when creating our GUI system.

5) TinyXML - Because our asset system will be XML-based (We might decide to go with a filesystem-based approach later, but for now, we are KISS) we needed a simple XML solution and TinyXML provided.

6) Lua and LuaBind - Since our engine will be have a component-based architecture and wanted qucick imnplementation without lengthy re-compiles, we needed to implement some form of scripting. For this, we went with the popular Lua language.


Because getting each of these libraries to compile on the ARM-based architecture is a job in itself, we haven't gotten very far into the actual engine code. We have, however gotten every one of the libraries to compile and are now set up. We have also started working on the asset manager for our engine, as well as the log system. Both of which are about half-way complete.


This journal will serve as a continuous log of problems, solutions, and comments on the development process.
Sign in to follow this  
Followers 0