libGDX- where is jogl package? - android

Going thru this tutorial
http://www.playandroid.com/blog/a-review-of-libgdx-cross-platform-library-for-games-development/
and have downloaded the source files for 0.9.9 libGDX here
http://libgdx.badlogicgames.com/download.html
For some reason the jogl (com.badlogic.backends.jogl.*) package is missing.
Its not here either
https://github.com/libgdx/libgdx/tree/master/backends
Can any libGDX gurus help?

Libgdx has seen some major changes in the last year. A complete 3D Api rewrite, Switch to Robovm and Deprecating Xamarin for iOS. and of course the Jogl backend deprecation is one of them. Jogl Backend Deprecation
It’s been lurking in the air for quite a while now, but i will
deprecate the Jogl backend this week. The Lwjgl backend is a lot more
functional and stable, and actually easier to integrate in SWT or
Swing apps via LwjglAWTCanvas. You can even add multiple canvas
widgets that share the same context.
Many tutorials out there are outdated.
I recommend you to check the Official Wiki for the most updated information about libgdx.

Actually, you can use JOGL 2 with libgdx - mainly because of the efforts of JOGL crew; see here for details. It's semi-actively developed, with newest updates dating to 2014 as of 2014...

You can use the libGDX setup tool. You just need to run the packaged file called
gdx-setup-ui.jar
Go though the steps to create a new project with all the dependencies already configured. You can find a detailed tutorial at the libGDX wiki on github.

Related

iOS + Android 2D Game Engine

I already found some answers to this question here but they were all two years old or more.
Can anyone suggest me a cross platform (iOS+Android) mobile 2D game engine (Java or C++)?
I'd go with AndEngine but it supports Android only.
Thank you.
I recommend libGDX. As you may have read from a few of the other threads in StackOverflow, it is one of the popular ones and there is sufficient material provided to assist you to get familiar with.
Here is their Github page, which has loads of information to get you started (see external tutorials in the wiki). I would also like to recommend dermetfan's libGDX channel for a basic introduction that I have found useful with certain components (search dermetfan libGDX in youtube, would provide link but I'm restricted to two links).
Personally, I have used libGDX as a mobile 2D game engine for a work project, and I've found it really nice. Hope this helps!

JOGL vs OpenGL ES API on Android. Pros&Cons

We are trying to migrate our project from PC version to Android. PC version uses JOGL.
Can anyone explain main advantages of using JOGL in Android application instead of OpenGL ES API?
For example, on PC pros of JOGL are:
In theory you can use it on any platform.
It's more or less integrated with AWT, Swing and SWT.
Also it's some kind of wrapper, so in theory there are some abstractions that make it easier to use OpenGL.
But I can't see advantages of using it in Android, here are the cons from my point of view:
It's another dependency, APK size will be larger.
Some issues that affect both JOGL and OpenGL ES will require more
time to pinpoint and fix.
It's not a silver bullet that would not require some time for
refactoring, since in Android we should use right patterns for
Activities, Services, etc.
JOGL has less tutorials and smaller community that OpenGL ES API
has.
So what's the point of using it in Android project?
You can use JOGL only on the platforms that we support. I confirm that JOGL has a good interoperability with AWT, Swing and SWT (not yet with OpenJFX/JavaFX but we'll improve that when Oracle does the necessary things). Yes there are some nice abstractions but you forget tons of things:
JOGL has its own AWT-free image management. It has a better support of JPEG than ImageIO and it is faster
You can preserve the OpenGL context even when your application is paused and put in background (when you press "home"), it's build-in
You can test your OpenGL-ES code on your computer even though it doesn't replace the tests on a real device
You can use exactly the same OpenGL code on desktop and embedded environments, especially if you already use GL2ES2
you can rely on us if something goes wrong, there are already a few commercial games on Google Play
I admit that there is a lack of documentation about JOGL under Android. I'm sorry, I have spent several months in writing a tutorial about JogAmp's Ardor3D Continuation and I prefer leaving the task of doing the same for JOGL Android usage to someone more experienced with it.
Edit.: Sorry for the late reply but I had a problem with my OpenID. Please rather post questions about JOGL on our official forum.

cocos2d-android documentation

I am developing android game using opensource cocos2d-android-1 library available here . I also developed demo application using this tutorial.
Now I want to do further development but I am not getting any documentation for this library and how to use library. If anybody knows any blog, forum, documentation for this library project please suggest me.
I recommend you use cocos2d-x instead. It is also a port of cocos2d-iphone but with more platforms, a better documentation and a wider community than cocos2d-android (but still not as good as cocos2d-iphone).
It's probably a bit more painful to start because you need to understand how to run native code on android but you probably won't regret it when you decide to port your game on another platform.
many example is available on the github for cocos2d-android and documentation is not in large scale but you can handle most of the things from the test sample which is available in the cocos2d-andriod . if you getting any problem ..post here to get the answer or help..

Working with new AndEngine

I've recently started working with AndEngine. I went through online tutorials, video lectures, bought a book by Rick Rogers but the basic problem with AndEngine is that all its study material is out-dated and the new version has most of the packages changed.
I tried to execute AndEngine examples but since they are built using previous version of AndEngine they don't work with new libraries. I'm very confused how should start learning new AndEngine since I can't find any tutorials or examples!
It would be really helpful if you could provide me with a link to a previous version of AndEngine so that I could atleast implement older examples. Any better alternative to AndEngine would also be appreciated!
I recently started working on latest AndEngine, and I am developing a 2d game. Here is very nice tutorial and it's using latest AndEngine code to get you started :).
In my point of view AndEngine is best for Android 2dGame development. Other good option is Cocos2d-java but it lacks proper documentation etc. And if you are good in developing c++ or Lua then you should have a look at cocos2d-x for cross platform development. Here is the link for different 2d-game Engines including there game samples and other details.

Is "AndroidAnnotaions" reliable?

Is "AndroidAnnotations" reliable? I've searched it but couldn't find many articles on it(reviews or tutorials).
I've been considering using this library in my project which already has quite lots of users. Before adopting it, I need a good reputation on it. So my concerns mainly are,
Are there famous products using this library?
Can I say it's stable enough to adopt it for my big project?
Will it be maintained well? (bug fixes, etc)
Thanks in advance.
I am the lead developer of AndroidAnnotations. Let's answer your questions:
Can you rely on AndroidAnnotations?
I think so. AndroidAnnotations is a compile time framework which generates code. The generated code is readable java code, which means that if you need to understand what happens, you can. No magic happening at runtime => you are in control.
We try to maintain a list of external articles / tutorials here.
Are there famous products using this library?
Let's be honest: I don't know. Matthias Kaeppler from Qype talked about AndroidAnnotations at DroidCon London 2011. The frontpage lists the applications that we know for sure are using it. I know there are way more people using it because they ask for enhancements and report bugs, but they usually don't let us know when they publish an app. And of course, the idea of "writing clean and maintainable Android code" is not yet very common in the Android community.
Can I say it's stable enough to adopt it for my big project?
We are using it in our own apps, and we find it perfectly stable. So I would answer yes, but I think you should just try it :-) . Download the 2.2 RC2 (will be released stable soon), follow the instructions and see for yourself. You can do progressive enhancement, and start enhancing only one or two activities. See how it fits you, and let us know if anything goes wrong. And if you do release an app with AndroidAnnotations on the Android market, please let us know, we'll update the front page.
Will AndroidAnnotations be maintained?
Yes, it will. Although it started as a personal project, AndroidAnnotations is now sponsored by a company, eBusiness Information. This company employs people (including me) to work on AndroidAnnotations, with the aim of making it a major Open Source Android framework.
As you can see here and there, we are adding a lot of new features for the 2.2 release. And you won't find a lot of open Defects in the issues, because we concentrate on fixing any bug before adding new features.

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