How to add libgdx.zip file in eclipse for my android game application using libgdx framework.
The "MyFirstTriangle" tutorial on the libgdx site does a good job of explaining the whole project setup.
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How can I create a custom jetpack-compose template, so I can avoid making the same changes over and over again to gradle and other files every time I start a new project?
Thx
You can write an Android Studio Plugin, search Google for some tutorials. There are quite a lot development and maintenance works to do though.
You could create yourself a starter project on git, and then clone that each time.
I am trying out libgdx for the first time. My game is only going to be made for android.Can i use android studio to write libgdx games?
Yes you can use Android Studio for libgdx projects.
https://github.com/libgdx/libgdx/wiki/Gradle-and-Intellij-IDEA
You "can" use android studio for libgdx projects, but I personally would use IntelliJ IDE. It is the base for what Android Studio is built from but is more suited for Java specific applications. Android Studio will do the job, but is being tailored more towards android specific development.
https://github.com/libgdx/libgdx/wiki/Gradle-and-Intellij-IDEA
Download the package builder and create a gradle project to import into IntelliJ.
https://libgdx.badlogicgames.com/download.html
I try to add Raknet to Cocos2d-x game engine for android games but I don't know how .
I couldn't find good tutorial about this integration . I can compile and run both of them separately as well , the problem is integration of them .
I think that I should change my Android.mk .
I see these links and some more but I couldn't find them useful :
http://www.jenkinssoftware.com/forum/index.php?topic=5069.0
http://www.jenkinssoftware.com/forum/index.php?topic=3744.0
The Completest Cocos2d-x Tutorial & Guide List
https://code.google.com/p/fellz/source/browse/trunk/cocos2dx?r=7
my cocos2d-x version: 3.2, raknet : 4.x, ndk : r9d
I use Visual Studio and a document about compiler setup in RakNet tutorials. I followed this doc and finally created a DLL form the Raknet sources, put it next to the my game's .exe file, and it worked well.
You should also add Raknet sources to included header files of Visual Studio.
Update:
RakNet is not the best way; try another way like WebSocket or Socket.io. Socket.io is highly recommended and is already used in cocos2d-x sources, but it's not compatible with socket.io 1.X. You can make some changes to Socketio.h and Socketio.cpp to use it with socket.io version 1.X. Also, cocos2d-x says they will consider this issue in the next releases.
Hi im using Android Studio ver. 0.8.6 now i want to use andEngine, i know that i should download andengine.jar file and copy it to libs folder in my project, everything is all right, but i can find the andengine.jar GLES2 there are only files with 1st version, and the newest examples didn't work with it, can someone pls give me link to andengine.jar GLES2? or maybe im doing something wrong?
I'm taking examples from official site and there are a lot of errors one of them:
extends BaseExample
AndEngine GLES2 may be downloaded From Here
You can download AndEngine.jar file From Here
You can download other types of AndEngine.jar file From Here
Also here are some examples about AndEngine From Here
AndEngine GLES2 may be downloaded Alternatively From Here
https://github.com/nicolasgramlich/AndEngine/tree/GLES2-AnchorCenter Use this link to get the latest andengine also download the physics engine which is a separate jar.
or maybe im doing something wrong?
Yes. First of all, you should not be using JARs anymore. You should add AndEngine and any extension as an Android Library project (Eclipse terminology) or Module (Android studio terminology).
UPDATE: Since the Android Studio became the official IDE for Android, it is now recommended to use it. However AndEngine stopped being developed by its author and its populatity is on decline. Anyway see a related question to add the module/library project to your game.
As #sm4 pointed out it is recommended to simply clone the git repo. However, after cloning the repo you will experience errors in AIDE when compiling. See my question and answer to see why I think this happens and how to fix it.
I have an android library in the form of an eclipse project that I want to integrate with unity3d. I know I can make a jar from eclipse and drop it in unity's plugins/android folder. However as I understand it that necessarily strips out the resources from the project.
If I export the unity game to an eclipse project, I can right-click and add the android project as a library. However I don't like this approach because it doesn't fit with our current automation process - which basically just script's unity's build dialog.
I'd like a way to tell unity that I want this eclipse project linked as an android library on export. Does anyone know a way to do that, or how to pack the resources into the jar or another way of getting this stuff to talk?
One possible way to go is using Unity's Build Player Pipeline. Depending on the platform you are working on you then have to set up a shell script or do your stuff in C#.
It's some year ago that I were a Java/Eclipse expert as I am working on iOS now. The Android Developers page shows some way to manipulate projects via command line.
Maybe the better way to go is using Eclipse switches like --import (s. 1st answer in Create an Eclipse project on the command line? and the link provided) but on the other hand I can't find the switch in the help pages.
Well, not really a bounty answer but maybe some inspiration :-)
The only real answer I've found is that in 4.2, you can drop an eclipse project in plugins/android and it will be linked correctly. Just have to hang on I suppose. :-/