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seen Jul 19 at 20:19

Apr
20
comment Is there a way to use the facebook sdk with libgdx?
Can you show what you have tried already?
Apr
19
answered Relationship between Desktop and Android on LibGDX
Apr
18
comment Relationship between Desktop and Android on LibGDX
I've never used the Emulator to test gdx Android apps.. use a device if you have one. The emulator is known to be horrible for testing gdx. Is the Activity in your manifest?
Apr
17
comment Errors on LibGDX tutorial
It sounds like the JVM might be hosed?
Apr
17
comment Errors on LibGDX tutorial
Actually, if you look at GdxNativesLoader, gdx64 is a resource. code.google.com/p/libgdx/source/browse/trunk/gdx/src/com/…
Apr
17
comment Errors on LibGDX tutorial
Well, (obviously) from your error, GdxNativesLoader can't find gdx64.dll. I see you're targeting lwjgl but in my Android project, I have a libs directory with the arm.so's. You might have to have gdx.64.dll in your lwjgl project under the directory structure like the link above.
Apr
17
comment Errors on LibGDX tutorial
In the video it shows linking to gdx natives. It looks like the gdx64 natives can't be found. Did you include them? code.google.com/p/libgdx/source/browse/trunk/gdx/libs
Apr
17
comment Errors on LibGDX tutorial
Look at youtube.com/watch?v=vLx_72qxK_0&feature=player_embedded#!
Apr
17
comment libGDX application does not support 800x480 resolution
What about your Camera code?
Apr
17
comment libGDX application does not support 800x480 resolution
Can you post the create method in BreakTheBall? Are you using Screens? In my GDXApp class, I have the following code screen.resize(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); in my create() method.
Apr
17
comment libGDX application does not support 800x480 resolution
Have you tried attaching the GDXApp to a View inside your Activity layout? View gameView = initializeForView(application, useGL20);
Apr
16
comment Animating a jellyfish hardcoding?
Check this out.. openprocessing.org/sketch/25908
Apr
15
awarded  Enthusiast
Apr
14
comment I finished “Beginning Android Games”, should I use its framework?
One other thing to point out is the powers of 2 issue is an OpenGl restriction. If you target GLES2.0 on libgdx, I think you can use non-power of two textures but it's a good habit to get into to keep your textures in pow2 for performance reasons. You also don't have to use the Screen classes if you don't want to. I think they are just more used as helper classes.
Apr
14
answered I finished “Beginning Android Games”, should I use its framework?
Apr
13
comment Game Development Resources?
From your questions, it appears that you already know enough to get started. If you know to run background threads, physics engines, graphics piplines then do what @Tetrad suggested and start prototyping.
Apr
13
comment Unity3d vector and matrix operations
You can use Matrix4.TRS if you want to operate directly on the Matrix4. unity3d.com/support/documentation/ScriptReference/…
Apr
13
comment Getting a sphere to roll down a .FBX object Unity3D/C#
@jonas I totally agree. This answer was tailored to the issue around supporting physics in .fbx files and I should have mentioned your concerns.
Apr
13
comment Android Java rectangle collision detection not working
What is block.rigidbody() doing? Is there a difference between the rigidbody's scale and the canvas scale (pixel/meter)?
Apr
12
awarded  Organizer