![]() Galcon for AndroidOS | WSMF Web Thing Says:.You can follow any responses to this entry through the RSS 2.0 feed.īoth comments and pings are currently closed.ġ8 Responses to “Porting Galcon using the Android NDK”ĭoes this allow Android Players to play iPhone players? Kinda like iPad can play against computer. On Tuesday, August 3rd, 2010 at 2:22 pm and is filed under android, galcon. But the port is almost ready, and I’m quite pleased with it. It has been a challenging quest – I haven’t used Java in about 10 years, and doing Java-to-C integration is a fragile process! Learning to navigate through Java classes to get things done is not what I’m used to in the more simple worlds of C and python. To wrap it up, I added the game’s icon.Ī lot of cleanup here – better pause / resume support, better device support, keyboard support, volume controls, copy protection, bugs, and signing. I also got the audio features of the Android working on playing my music and sound effects. I then worked on getting the multiplayer portion of the game working, which was rather challenging as the debugging tools did not seem to yield tracebacks, but they gave just enough that I was able to figure out what was wrong.Īndroid Day 6: Save games, Audio, other Detailsĭuring this day I focussed mostly on getting save / restore (or pause / resume) working better. The advice about onPause is a bit vague, but I explain a bit better in a later part.Īndroid Day 5: Keyboard, Multiplayer / NetworkingĪfter considerable searching I was able to find out how to get the software keyboard to display. I also removed the title bar that shows at the top of the screen by default. I was able to get the visuals complete in the game, and added event handling for onTouchEvent’s. I also researched my options for packaging game assets such as graphics and audio, as well as got an OpenGL context setup and got Java loading my textures for me.Īndroid Day 4: Video cleanup, Input handling With a bit of work I was able to get Java to talk to C and C to talk to Java. I then found a port of STL for the Android NDK and dropped that into my codebase.Īndroid Day 3: Packaging, Assets, JNI, and OpenGL ![]() Next I got the NDK installed and ran a few sample apps with it. Through the rest of my process I did not use the Eclipse IDE, so that step can be skipped if you have the same goals as me. This documents how I installed the Android SDK and NDK software, set up the IDE, and activated the devices. I also include some final thoughts.Īndroid Day 1: SDK, Eclipse IDE, and device activation This entry servers as a portal to that vast mountain of knowledge. The epic journey took seven days of toil through the forests of software installation, Java integration, bug extermination, and quirk comprehension. Porting to the Android has been a thrilling experience, one that I will not soon forget. Proszę o pomoc.I’ve completed my port of Galcon (an iPhone game written primarily in C/C ) to the Android NDK – meaning I’ve kept the game written in C/C but I’ve replaced my ObjectiveC/iOS device interface with a Java/Android device interface layer. Próbowałem przenosić eclipsa, ndk, sdk, zmieniać workspace, zmieniać uprawnienia i nic. Mam NDK w wersji r9 (na r10e jest to samo) 64bit, Eclipse Mars 4.5.0 64bit, Java 8u60 64bit, JDK 8u60 64bit, Android SDK 24.3.4. LOCAL_CPPFLAGS := $(LOCAL_CPP_INCLUDES:%=-I%) -rdynamic -std=c 11 $(LOCAL_PATH)/././././Project/inc_android/openal/include \ LOCAL_SHARED_LIBRARIES := openal libvpx freetype libbullet /././Project/lib_android/lib/$(TARGET_ARCH_ABI)/libfreetype.so /././Project/lib_android/lib/$(TARGET_ARCH_ABI)/libvpx.so /././Project/lib_android/lib/$(TARGET_ARCH_ABI)/libbullet.so
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