Does the game engine allow me to intergarte native android code - android

I am looking into using Game Engine for one of my apps. I have been android developer for a while but never used a game engine. I know the most famous engines out there are AndEngine, Libgdx and Unity
Which engine would allow me to use the native android code along with the engine? for example, I want to create one screen using Xmls and Native android ( main menu) and when the "start game " button is clicked, I want to open another screen/activity which runs the game using game engine.
Is this possible in any of them?
A lot of game engines limit you to using their "cluster" and I don't want to be limited as I was to use some hardware features and use native Android code. Thus my concern

libGDX allows you to use Android specific code by interfacing.
See this link: https://github.com/libgdx/libgdx/wiki/Interfacing-with-platform-specific-code
F.e. you can open an Android Dialog which will look like depending on which Android API is installed on the target device.

It is possible in andEngine to start andEngien activity from basic android activity and the other way: to start normal android activity from andEngine game. You can find examples on StackOverflow. Try to search for "Trouble launching Andengine Activity from OnClickListener" (Sorry, cant paste links right now). Also, isn't it easier to just make butons in andEngine too? there is even class for that....

Related

Cocos2d-x Support Secondary Display?

I want to show the secondary screen for using Android on Cocos2d-x.
Is there a Presentation Class in the Android that can be used with Cocos2d-x?
I want to Main UIScreen show Cocos2dx Scene or Java Controller,Ex:Move button,Pause button…
Secondary UIscreen show another Cocos2dx Scene GameScene Viewer,Ex:Role,Collider,Decorator
Is there a way to configure the Dual Display with Cocos2d-x as an Android platform?
I'm not sure if I got your question correctly. If you mean secondary/external display show something different that main device, It's none of cocos2d's business.
However, if you want to have a split-screen output like below picture, it's possible though not trivial.
Although I didn't do something like that, I can point you towards discussions like this.

Can we still able to use activity in Xamarin Project

This is my first time doing Xamarin Form or PCL. In Xamarin Form, I can see there are few controls and pages available. Can we still able to design android layout in resource folder and called setContentView in onCreate function.
Sure you can - you're fully able to mix-and-match any Xamarin.Classic code within Xamarin.Forms . You'll have to create the Android design inside the .Droid folder and understand that this functionality will only be available on Android.
To make it work, you'll have to create a Custom Renderer. Forms will use this Custom Renderer to embed the Xamarin.Classic code inside the Forms application. I suggest you to read the documentation about this subject, or check out this video.
Take note that - if you're doing this - you're not fully using the power of Xamarin.Forms. Forms is created in such a way it should be easy to create cross-platform apps with loads of re-use. Creating Custom Renderers will make it work for one platform, but not magically for the other. The OnCreate functionality is something is available in the Xamarin.Forms lifecycle as well, which does work cross-platform.
I hope this guides you to the right direction - good luck!

I would like to know if there is a way to put a libgdx game inside an Android app?

Hi I would like to know if there is a way to put a libgdx game inside an Android app?
like mini-games in talking tom, pou...
I created some games in libgdx and now I want to put them in this app... I don't know how to do it
you can have a screen include some button for select a game.
if you wanna implement it on libgdx:
you most use 'Screen class' instand of 'Game class' for each game and have a screen for select game. you can learn about screen (https://github.com/libgdx/libgdx/wiki/Extending-the-simple-game)
if you have native android app and wanna put libgdx game on it:
check links :
https://github.com/libgdx/libgdx/wiki/Starter-classes-%26-configuration#fragment-based-libgdx ,
LibGDX inside Android Activity
and if you want use some android native (like Bluetooth) you most use interface in game and implement it on android code
I hope be useful.

Unity3d android plugin capabilities

I have little experience with Unity3d and checking my possibilities:
Say i write android plugin for unity
My requirements:
Display different android layouts with WebView which run html-5.
Run android activities while using png assets
Intercept android device UI touches
Is this something that can be implemented in unity as an android plugin?
Thanks for the help
Basing on your requirements, I suppose that you'd like to create native Ads or something like that which is perfectly doable.
It is possible to pause Unity Game and display another activity. It's also possible to show WebView as this activity.
I don't understand this fully but I guess you wanted to use PNG assets and display them. If I'm correct then yes, it's possible, you can bundle PNG assets as resources and them bundle into JAR.
UI Touches are collected by activity that is currently being displayed.

Making Android Games

Ok, so I've made one app but know I'm getting all ambitious and want to make a game.
So first I want to start off with a menu. I would rather draw this all myself instead of using the built in classes. So should I then override the button class to change the look or should I use OpenGL or Canvas? Any help?
Before you go too crazy writing your own UI toolkit, have a look at http://developer.android.com/guide/topics/ui/themes.html
Android already has a lot of ways built into the framework to skin your app differently than the default UI.

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