I am trying to build a jigsaw puzzle game in android. Could someone explain what would be the best method of doing this?
I was thinking of using a grid of image views and swapping the images when the user slides it.
Using open gl?
Which is better?
I'd go for the first option, since it is:
easier to implement
you are using tested and well working facilities
you do not have to deal with platform dependant issues
the performance gain for using OpenGL would be a waste, since it is not really needed
I agree. You should definitely go for the first option. OpenGL is overkill for your application. But if you are making this app "for fun" you could use OpenGL to get experience and getting familiar with OpenGL until next time you might need it. :)
Related
My thesis is to create an 3D android game. I have installed the 3D softwares like 3DS Max, ZBrush, Blender. I also downloaded Android SDK for Windows and I have Eclipse Juno. But I don't know how to start. Thank you in advance. :)
If you want to write a game, use a game engine.
I would advice against using OpenGL directly if you want to focus
on game mechanics or story. 3D game engines like
Unity or JMonkeyEngine
give you all the tools you need to turn your 3D assets into a game:
Importers for various file formats, a scene graph,
math libraries, and usually tons of example projects that get you
started quickly.
If you want to write a rendering engine, use OpenGL
With OpenGL you can build everything mentioned above yourself: Write
or find importers for your assets, figure out a lighting model, write
a scene graph. If you want to do all that, cool, use OpenGL. But
doing this technical stuff will keep you busy; you will have less time
to make a really great game.
I prefer OpenGL ES for Android. Good performance and easy enough to learn.
It's better to start from basic with opengl and then understand concept of using 3d and then prefer standard tool to use.
I have listed android game engine tool for 2d and 3d. Hope it might help u.
https://stackoverflow.com/questions/17163446/what-is-the-best-2d-game-engine-for-android/17166794#17166794
Start with unity3d which is a game engine, I am not sure but the names that you have posted are used for making 3d models for the game.
Your Thesis? That's pretty broad scope! :)
What I would be looking for, is something with lots of example code (since you say you don't know where to start) and good community involvement (ditto the start thing).
If you only need a single player setting, then I would suggest libGDX as a place that would be a good jumping off platform, as there are lots and lots of step thru tutorials along with lots of example code (and a very up to date wiki on the API), and a pretty good group at helping out with issues.
Since it is open source, you can dig as deep as you want into the inner workings to understand (or be mystified like me) as to how the code is accomplishing whatever task you are looking at. (which might be handy for your thesis)
While it might not be quite as polished as some other commercial 3d development kits, the BadLogic crew has made some very big progress the past few months on the 3d side of the house, along with breaking my JSON code... thanks! :) )
This may be a duplicate question, but none of the questions I found were exactly what I had in mind.
A friend and I want to create an App that lets the user play around with 3D objects on the screen. My friend is creating the objects and the animations in Blender or Maya. Therefore, the possible animations will be preset (not being programmatically animated). I have no experience in 3D programming and I naively suggested that he render the animations in Blender and send me all the frames. I would then play the appropriate animation by quickly running through all the frames. Each animation would leave the object in its original position so that it would be ready for the next animation.
Now that I've been thinking about it, that's a lot of images that I have to store in order to make this work. For every object, I would need to have all its frames for all of its animations, which maybe overkill.
Is there another way to play animations in an Android app? I considered just saving the animations as videos and playing them, but that would look horrible for our purpose.
I'd suggest min3D
Take a look at the animated troll example they have.
There are a lot of 3D libraries for Android. I would recommend AndEngine. Alternatively, you can just use the native OpenGL compatibility. Instead, ask him to send you the actual 3D files. Then you can use a library to render them.
EDIT: I just found this link. It'll probably help you. In my opinion, you should go through it and learn the whole package instead of just glancing a bit for this one little project; it'll help in the future.
Yes, there is a way you can manupulate the models you created in Blender. here is an example which uses Open GL in android to animate a 3D model created in Blender Check This Video Out. However it animates the object programatically, frame animation is indeed not worth if you wanna create animations that are long as you will run out of memory quick.
I'm asked to do an app with a 3D object mapped on a tag on the camera preview. The user should be able to rotate the 3D object on swipes, and to click on different area of the 3D object.
I'm investigating the different way to do it.
So far the best option I've found seems to be https://developer.vuforia.com/resources/sdk/unity, but I can't find whether it's possible to interact with the 3d model (rotate on swipe, define clickable areas).
Has anyone any experience with that?
I guess I can do it with some OpenGL, but I have no experience with it and it seems quite complex to start off with.
Is there any other library I should consider?
I would use OpenGL and start by the training tutorials on http://developer.android.com/training/graphics/opengl/index.html. Hope this helps! If you follow these tutorials you will be able to do what you want. ive tried unity and it is a really good engine too. and of course you can make an object clickable with unity! maybe using unity would be easier but the documentation on opengl is huge and is not that difficult to implement at least with first steps. hope this helps
The Metaio SDK can do all of that but I am not sure if it automatically provides the area of the model tapped, but you could ask here.
I have done apps which uses only pictures and sound clips. What I want to do is to build an Android app which involves animation. I have seen many of the "Water effect" apps in play store, which has quite good animation effect. One of my them is "Koi Pond". I would like to do the similar kind of app for sand. The detailing of the animation should look good as we see and touch the real sand.
I'm new to animation stuff and have no idea about it. Can anyone please help me out with how to use the detailed animation for Android? I know that it is not possible only with java. Please refer me to any blogs/docs available on this stuff.
Thanx
For such effects (as used in Koi Pond) you will need several pixel shaders. To use it you will need to us OpenGL ES 2.0. I would recommend using a game engine like AndEngine for the basic setup and the shader usage. If you have no experience with shaders it won't be that easy!
I'm not sure if AndEngine is the best choice for that, but it is possible with it.
Check it out http://www.andengine.org/
There are also a couple of shader tutorials in the forum
At first for translate or some other simple animation you can use android native animation method , but for great things you can use , this , I think it's all you want ;)
Regards Hayk Nahapetyan
I'm trying my hand at making a platform game and have been thinking about what I would use to design levels.
I was thinking of using a tile palette that would contain the graphic tiles and their properties. And a similar palette that would contain sprites.
This way I could drag and drop tiles/sprites onto a grid and specify property values. This could all be saved to some kind of file that would be read by the game.
Without getting too into the details, is this a sound overall strategy? Is there anything major that I'm forgetting? Or perhaps there's a better method?
This is a rather open-ended question, but I don't think there is anything wrong with your approach. You might have to try a few things to find out what works for you.
When I make platform games I find it useful to be able to edit levels while I'm playing them, by adding in code to the game which allows me to select a graphic tile from a palette and paint it onto the screen. The behaviour is usually linked to the graphic for my games but you could paint behaviour as well. You then need code for your game to save levels as well as load them. Obviously, you would probably want to remove the editor before releasing the game.
I don't know how much experience you have with game dev, but if you're thinking about making a tile-based platform game then your best bet is leveraging existing libraries/tools to avoid "re-inventing the wheel". I highly suggest looking into open source libraries/tools because you can modify them to your liking. I've had some good experience with libgdx and AndEngine in which case both have TMX support which is a file format that can be used in conjunction with Tiled map editor. I personally like libgdx because it has javadoc and very actively developed, and also that it's a framework rather than engine which gives you more flexibility (although more coding in some aspects).