Tag Info

Hot answers tagged

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 ...


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 ...


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 ...


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

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

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 ...


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

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

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

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

Java applets are used for embedding Java applications in web pages. You should create an applet if, and only if, you are intending to do that — to provide your users a GUI written in Java which requires them to have a JRE installed on their computer. From your other descriptions, it sounds like you are supposed to be making a web app — the game logic ...


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

Eclipse shouldn't be that slow, you may have some thing wrong. Anyways to answer you question there is IntelliJ IDEA. I use it for web development and find that it is better at project management than Eclipse one you get used to it. JetBrains has things such as auto complete down to a science compared to either Eclipse or Visual Studio.


1

That error simply means that the JVM couldn't find the com.jogamp.common.jvm.JVMUtil class. You are most likely missing a JAR in your build path configuration. As for LWJGL vs JOGL, that's up to you (and is entirely opinion, so not a good fit for this site); perhaps this and this will help you. Notice that JOGL 2.0 has been out for over a year, perhaps ...


1

There are two places you need to do this to be sure that things will work, both of them are under Project->Properties->C/C++ Build->Settings->(MinGW) C++ Linker (assuming you're using MinGW): ->Libraries: add name of each lib you need without -l. ->Miscellaneous->Linker flags: add name of each lib you need in this textfield with -l prepended in every ...



Only top voted, non community-wiki answers of a minimum length are eligible