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7

Only SDL version 1.3 provides support for creating an OpenGL 3.3 core context. So you should upgrade. And if you're having a problem upgrading, that's something you need to get worked out. However, if you want to use a 3.3 compatibility context, all you need is recent drivers. Well, that and 3.3-capable hardware (anything advertised as DX10. Except from ...


7

You may have a problem with your eclipse setup and perhaps being more specific on the error would help. For instance, there is a known bug with Eclipse Helios autocomplete being very slow with the Android SDK. Do you have the latest dev tools and eclipse plugin? To answer the question, Netbrains' IntelliJ IDEA has android support and there is a plugin for ...


6

Not sure if this applies to Android development, but this is what I do when I'm doing Java development with Eclipse. I select Project->Build Automatically. If you're making the changes to your scripts using Eclipse as your editor, on save the project will build automatically. However, if you're editing the files outside of Eclipse, you will have to select ...


5

I assume you really want to know two things: Will Steam accept my Java game? What do I need to do to make it work on Steam? The answer to #1 is "yes." Steam hosts other Java games (like Spiral Knights). For #2, I suggest you package your game using launch4j. This will provide you with native (Windows, Linux) wrappers around your application. Other ...


3

Check your Unity Preferences / External Tools / Android SDK Location, according to the Unity docs regarding Android SDK Setup. Check your Build Settings (it's important to check that you've added all the scenes and the starting scene at the beginning) Write down the name of the apk file and click save You should see a new window for showing the building ...


3

It seems to me that you will need to perform some sort of Frequency analysis on the audio file in question. You could either pre-process the file on level load (using the data to queue up your level actions), or perform the analysis in real-time. Either way, you'll want to divide your audio waveform into sections, each comprised of N samples, and then ...


2

Have you tried to use something like libgdx? It allows you to build your app with a PC runtime and then you can publish to the device less often. Makes tweaks like you are dealing with much easier to handle.


2

OpenGL driver emulation in virtual machines tends to be very unreliable, and more often than not plain useless. You may need to turn down the framebuffer requirements in Panda3D to get it to work, for instance by putting framebuffer-alpha #f in your Config.prc file in order not to request an alpha framebuffer. But given the general unreliability of these ...


2

You are probably running your application from different working directories. Check the project settings in Eclipse and look for "Debug Directory" or similar. If you run you program from withing that same directory outside Eclipse it will probably work fine.


2

Unity is an engine, Eclipse is an IDE. They're fundamentally different things. In particular, Unity expects you to write most of your code in their scripting languages. The exception to that rule that Unity provides is their plugin architecture. It's supported in Unity Pro. You can find more documentation on that here: ...


2

Problem solved, I downloaded an older version of JME by accident. I now downloaded the proper version, and I did exactly as the tutorial said, and it worked. Sorry for bothering.


2

Use an Image instance instead of Sprite because Image extends Actor and can be added to a Table as an individual actor. Then split the content to be displayed on your screen into four pieces: one for the first bit of text, one for the first Image, one for the second bit of text, and the last for the second Image. Add these actors to different cells in the ...


2

If your game is running only on Eclipse, start by packing the .jar, the assets and all that come with your game and try your game on different OS (or ask other people to do it). You will have a good return about the technical problems ("game's not working", "laaag") and the gameplay problems ("not funny enough", "what am I supposed to do ?", "boring..."). ...


2

On of the major reason your code is slow is because you load your bitmap every time you render your game. Try putting this line in an initialization function: ... Bitmap bitmap; protected void init() { bitmap = BitmapFactory.decodeResource(getResources(), R.drawable.menu_bg); } ... protected void onDraw() { //Set Rectangle Size and Coordinates ...


1

The MCP decompiler should give you a warning saying that the jar is modded and may behave in ways that were unexpected, this is not just one of those errors you ignore and brush off, it is there for a reason. MCP only contains mappings for the obfuscated minecraft code, and when you throw extra files into the mix (such as modloader) it tends to behave ...


1

Your question is phrased unclearly, but I think this is what you mean: "I have the correct files in Eclipse that are decompiled, but they dont show up!!!". This is because Eclipse does not just show any random file in the directory. You must add the classes in. If you add a class that already exists (e.g. your decompiled modloader code), then it will ...


1

I couldn't find any help with my issue so I resorted to adding multiple Labels and using the Label's X, Y, width and height to set the position of the Sprite. I also require an animation which I don't think is possible in a Table, so I will have to just do this. Thanks for your help.


1

Use a cord to connect what ever device you using to test your program with your computer. You should see the log cat in place of the command prompt. All thrown exceptions and null pointers will show up there and will include line numbers which are very helpful for debugging. Also It is important to note that System.out.print will not show up in log cat ...


1

The debugger has to attach to the process, and it is what is causing your device to run more slowly than normal It doesn't matter if you "debug" the app or not -- if it is set in the device, eclipse will debug


1

You may use the JogAmp JOGL GLMediaPlayer class http://jogamp.org/deployment/jogamp-next/javadoc/jogl/javadoc/com/jogamp/opengl/util/av/GLMediaPlayer.html GLMediaPlayer will use the operating system installed codecs to decode the movie, on Android it uses the Android media framework and on desktop systems such as Linux, Windows and Mac it dynamically links ...


1

You need to create polygons to check for collisions and check them every step in updating the position. I found example in the internet and try translate comments to English. You can download example. Other way is creating collision map, like this P.S. Sorry for Google-translate.


1

You don't need to create a symbolic Java File to pass to the ParticleIO method, you can just provide the relative String reference to the path of the XML. ParticleIO is a class used for Serializing and Deserializing ConfigurableEmitters through XML. So if you are trying to "load" an XML using ParticleIO, then you are trying to deserialize that XML into a ...


1

I found the answer in Aurelien Ribbon's forum: http://www.aurelienribon.com/forum/viewtopic.php?f=7&t=2 This is easy to do: Create a project for your library (we'll refer to it as the "mylib" project), Add gdx.jar and tween-engine-api.jar to its build path (put these files in its "libs" folder, which you have to create), Add your source ...


1

Try OpenIntents SensorSimulator: About the SensorSimulator. The OpenIntents SensorSimulator lets you simulate sensor data with the mouse in real time. Moreover, you can simulate your battery level and your gps position too, using a telnet connection. NEW! Now you can record a sequence with states from a real device. Also you can use features ...


1

You can successfully compile a Flixel project on Ubuntu by downloading the Flex SDK, adding it to your PATH, and running mxmlc YourMainGameFile.as -static-link-runtime-shared-libraries=true OR Install Eclipse 3.7 Indigo, FDT 5 (http://marketplace.eclipse.org/content/fdt-1#.UPolm32Ux0w), and the Flex SDK mentioned above. Make a new Flash Web project and ...


1

Here is detailed how-to: http://www.vogella.com/articles/Eclipse/article.html#classpath_jarjavadoc


1

Similar to what stephelton said, I think the best way to do this is to have a Java-only (not Android) version of your game that you run on your PC. If you think about it, the only parts of your game that actually are specific to the Android OS are implementing rendering calls and converting raw input to serialized Input. The game loop, framework, messaging ...


1

My approach to this problem was to support native builds of the same project on Linux/Windows. The same assets I use in Android are also used on my development platform, so I can build and deploy within seconds without having to spend lots of time rebuilding Android asset files, APK's, push to phone / emulator, etc.


1

When I worked with the NDK a year ago, I build the .so file with the NDK make. Then I copied the .so from the NDK to the /lib folder of my project. It worked without a problem. Do the method names in your NDK-Project match the fully qualified class-/methodnames of the classes where you want to call the JNI functions? If you have a class: package ...


1

Truly mysterious null pointer exceptions often arise from the view viewing model code that is being changed under it's nose by a different process. You shouldn't be changing the data structures in "onclick" methods unless everything is carefully synchronized against view access.



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