I am using libgdx framework to develop my first android game but the problem here is when i run the game on desktop images looks big and on the correct location but when i run it on the device it looks a little bit small and on the different location. I am using ScreenViewport, my main concern is about the location of the images.
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We are creating a WebPpp for Tablets.
Because our WebApp needs to have offline capabilities, we are saving an entire VectorTile layer in a pouchDB (around 25k tiles).
This layer is used for orientation (much like google maps),
it includes streets, buildings, forests and so on.
The Tiles are generated with the GeoServer 2.11.1 Extension.
Now our problem is, chrome crashed ('Oh no' message) when we move the map around or zoom in/out. Firefox doesn't work better, doesn't crash but slow as hell.
For testing purposes I deactivated any styling (just basic) and just this layer is displayed.
Does anyone know why the browser crashes, or is there a way to find out?
Also are there alternatives?
Tablet that is used to test: Galaxy note pro, is this tablet just bad for graphical apps?
Other tablets did work fine.
thanks
You may be running low on memory. Configure your ol.source.VectorTile with a smaller cacheSize, e.g. 32 instead of the default (128).
new ol.source.VectorTile({
cacheSize: 32,
// ...
});
I've been working on an AR application using unity3d with vuforia
whenever a marker is detected (image) it must show a specific 3d model related to that image
It works totally perfect in unity but when I export the app as .apk and run it on my android device, models don't appear, although it detects the marker I checked that by printing out a specific sentence related to each marker
I also tried before to load some models from the unity assets and it also worked fine and appeared on my android device
I'm using 3ds models each one is about 23 MB size
I thought it might be because of the size of app so I tried to place only one model but that didn't work either..
any solutions for that?
Which are the main advantages of using libGDX? Is there some difference between libGDX and Android SDK, or libGDX is just like a framework that uses Android SDK? Which one you advise me to use?
First of all i want to say, that this question is a bit opinion based and so i think it will be closed soon. Anyway i want to point out an important thing:
Libgdx is a crossplattform framework. You can develop and test 99% of your game on desktop. Then add aview code lines and it runs on android to. The only difference between the android app and the desktop version are then the Sensors and the Touchscreen. You may also get problems with the Screen sizes, but for this there are solutions you should take a look at.
I never worked with the android sdk, but as much as i know you have to use the emulator or your phone for testing. So the testing process is really slow and annoying.
And also if you want to develop for Android phones only, why don't you spent 5 minutes in thinking about how to controll your game on desktop and add those few lines?
Thats the thing i wanted to point out. The rest is up to you.
Maybe you want to take a look at the video on this page.
I'm developing a simple card game for Android and I'm facing the graphical problem. I found that a good option would be using AndEngine. However, it seems that is not supported neither by emulator nor by Android-x86, while it works fine on real device. Unfortunately I have only one real device but I need to test it with at least two devices (then I need the emulator or Virtual Machine). So, I have few options:
Develop a full version using AndEngine to be deployed on real device, while running a limited version with a GUI made of text and buttons on the emulator.
Develop it using only Android APIs
The only "graphical effects" I need are the following:
moving an image when discarding a card
partially cover a card with another card as I need to display 8 cards together
Then my question are:
which approach is better?
Would be actually possible to make it using only Android APIs (buttons, images, etc.)?
Is it possible to free paint images on a panel in the same way we do it in Java?
How about Surfaces, using the draw(Canvas canvas) method?
I am using Icenium to build an application using map services, localisation services and more. I just realised that android-devices stores massive ammounts of pictures in the phones image-gallery. The application is build to look good on any device, therefore, all icons (and some images) come in 4 different sizes (high definition, low definition etc).
So when I start the application on a android-device, the image gallery instantly gets ALL the images that can be used with the app (around 600 small icons + some images).
This is a huge problem, and I havent really found a way to solve this. Is it a built in "feature" of icenium or is it a bug?
edit* Images/icons are fetched from a server at launch, so we do not want them to store locally..
Thanks!
//Joakim
As per the Icenium guys (check out this forum http://www.icenium.com/resources/forums/android-devices-/app-icons-and-images-displayed-in-gallery#a8qHkcQkbkiGelukQjTr6g), this is only true when your application is build in Debug, because in this case your app is on the SD card. Once the application is built in Release you should not see the app images in the gallery as it would be sandboxed (not on SD).