I want to develop an android game with libGdx.
My question is, is it possible to integrate the code in another project. like a module or another app?
I would imagine so. I've combined Libgdx and JSwing to make a level editor before.
No you can't. You need to create project for Libgdx seperately using gdx-setup.jar. Then if you want to reuse your existing Android project you can do it by copying classes. But again it is not good code practices for Libgdx programmer. Because in libgdx most things need to be done on Libgdx layer. Only the functionality that needs native platform and are not possible on libgdx need to do on libgdx layer.
For details : https://github.com/libgdx/libgdx/wiki/Project-Setup-Gradle
Hope it will help you :)
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I have been making a game for a while in Android Studio, using just plain Android features like Drawable-s and such for the visuals.
I am planning to add change/update some things and I think that would be easier to do with Godot, but I want to keep the rest of the application in Android Studio.
Is it possible to make something in Godot and export/integrate that into an Android Studio project? Maybe as a separate Activity or Fragment?
If not possible in Godot, is it possible in some other similar game engine?
It seems it is indeed possible to do this in Godot (github discussion), but there is no documentation for it yet (github discussion).
However I discovered it is possible to run LibGDX code in a fragment of an activity (wiki page). I ended up doing it with LibGDX both because I found it to have less of a learning curve from my experience, and it would still be part of the android application and I could pass callbacks and other Java objects back and forth between the Android specific features and LibGDX game logic.
I am new to Android Studio and have little experience with Unity. Can I import a very simple scene from Unity 3d to an existing Android Studio project and have it on one page of the app? And if so is there anything complicated about this?
Thank you!
I don't there's any easy way of doing this.
Unity can create an Android project instead of building the apk.
I don't know if it supports Android Studio or Eclipe, probably Eclipse.
From there on you'll need to look into the Activity that Unity defines and add custom code to integrate it with your project. It is entirely possible to use Android native code from there on, but it's not easy.
I have a project that I have been working on which is a standard android application that does not include any other external libraries at this time. I am now looking at making a game at the end of the app(its a quiz so after the questions I want to make a mini game).
So what I am trying to find out is can I just import the libraries that it uses and connect them to my project rather than creating a LibGDX project and importing that?
What it comes down to is your personal preference. In answer to your question, yes you could just add in the jar files and such into your current project, however you are going to have to edit your manifest and some add in some other stuff besides jars using this Setup. In my personal opinion it would be easier to create a libgdx project using the tutorial found here, but in the end as I said before it all depends on what exactly you want to do.
Before deciding, ask yourself.
Do I want to have everything in one project, or can it be in more than one?
What would be better in the long run for managing my app.
Do I want ease now or later?
Cheers!
I am new in unity 3d.I have a little knowledge about it.I heard that unity 3d is use for making game.It also can be used for making android game.So that's why i need to learn it from the beginning.Do you have any good link,documents,videos for learning it with android?Please....
I think you can go on http://www.unity3dstudent.com/ to learn the basics.
And to do Andoid stuff you should just check that the fonctions you use are in
http://unity3d.com/support/documentation/Components/index.html
Uncheck all plateform exept Android.
What is the project the more active/Stable?
Can you say me the deep diference between cocos2D and andengine?
I would definitly choose Andengine. Cocos2D for Android is yet too buggy.
I'm using AndEngine for one of my projects, and I must say, it's rather nice. A little comparision between LibGDX and AndEngine:
1) AndEngine
Only for Android.
High level, you propably won't need any direct calls for GL functions.
Quite easy to learn, and to code with.
There are versions (source) for OpenGL ES 1.0 / 1.1 / 2.0 (with support for shaders)
2) LibGDX
Multiplatform (http://code.google.com/p/libgdx/)
You will be able test your code directly on PC
Harder to learn
The question is, do you need the LibGDX platform freedom, or maybe you are making project only for Android?
Also, look at that nice list of Android engines here.
AndEngine was specifically designed for coding-efficiency, libGDX gives you a little more freedom but requires a little more work. So LibGDX allows you to the low-level stuff easier, which is a little harder to do in AndEngine.
I think cocos2d-android is not an active project like cocos2d-iphone and cocos2d-x .
It haven't been updated for quite a long time.