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      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.
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Santiago Scacchi

What is the best way to use OpenGL in Android

3 posts in this topic

Hello, I would like to start my game in Android, and I already know what I have to know in Java, I have been practising and debugging to the point I have a little game running...

I made it with Kilobolt tutorials (You can find them on google, the robot tutorial)

So, now I want to get started using OpenGL as I understand is a better tool for this, since it has advanced and more optimized physics and drawing functions that are very useful.

 

Can somebody tell me if there is a tutorial or something I could use?

 

Thanks!

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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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