Unity is good but it's not free.
On Saturday, November 10, 2012 4:00:33 PM UTC+2, Diogo Henrique wrote:
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> I'd use http://unity3d.com/
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> Em sexta-feira, 9 de novembro de 2012 14h57min37s UTC-2, sebastian_bugiu
> escreveu:
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>> I have create
s and probably you can add more as addons just like the ms3d one.
On Saturday, November 10, 2012 1:09:48 AM UTC+2, bob wrote:
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> That would be great to have more converters. Right now, I'm on Mac, which
> doesn't support MilkShape 3d.
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> On Friday, November 9, 20
which applications you use to export to ms3d?
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> Right now, I'm using Cheetah3d, and it does not, in fact, export to that
> format.
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> On Friday, November 9, 2012 4:07:26 PM UTC-6, sebastian_bugiu wrote:
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>> The problem is that formats that are used in
d a day making a
> Wavefront OBJ loader, and the performance wasn't even that great.
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> What methods will you offer for people to convert to your new mesh format?
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> On Friday, November 9, 2012 10:57:37 AM UTC-6, sebastian_bugiu wrote:
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>> I have cr
Yours is one of many Game Engines for Android. Why should the platform
> take any Game Engine and specifically why this one?
>
> On Friday, November 9, 2012 4:57:37 PM UTC, sebastian_bugiu wrote:
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>> I have created a 3D game engine written in java for Android. It is based
I have created a 3D game engine written in java for Android. It is based on
the Ogre renderer and features
- a complete OpenGL ES 2.0 multithreaded renderer
- sound support
- input as touch or sensors
- GUI API
- easy material creation
- a new mesh format for fast loading based on ms3d format
-
Running traceview from eclipse does not work (I am on 3.7.2)
Could not open the editor: Method exit (java/util/ArrayList.remove
(I)Ljava/lang/Object;) does not match current method
(java/lang/System.arraycopy (Ljava/lang/Object;ILjava/lang/Object;II)V)
java.lang.RuntimeException: Method exit (j
ormal;
vViewVec = view_position.xyz - vertex.xyz;
}
and the fragment shader:
uniform vec4 color;
varying vec3 vNormal;
varying vec3 vViewVec;
void main(void)
{
float v = 0.5 * (1.0 + dot(normalize(vViewVec), vNormal));
gl_FragColor = v * color;
}
On May 24, 9:43 pm, sebastian_bugiu
wrote:
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m
> with just 1 fragment and 1 vertex shader and link them into a program.
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> Are you calling glGetError and logging or aborting after every OpenGL ES
> API call?
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> On Thursday, May 24, 2012 6:37:17 PM UTC+1, sebastian_bugiu wrote:
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> > I
I have a LinkedQueue that stores the calls to anything from the GLES20
class. After loading it up I send a requestRender() call to
GLSurfaceView and in onDrawFrame() I process the queue and call the
actual GLES20 method.
Yet when I call GLES20.glLinkProgram() the function never returns. I
don't ha
I would like to use decodeRegion method in my game to only open a
region covering the screen from a larger bitmap. The idea is that I
would like to roam the map using the direction buttons and decode only
the part that is visible every frame. Is the BitmapRegionDecoder class
fast enough for decodin
I have 2 pngs. One has transparent parts the other doesn't. Decoding a
region in the one without transparency works while decoding a region
from the one with transparency gives
I/DEBUG ( 34): *** *** *** *** *** *** *** *** *** *** *** *** ***
*** *** ***
I/DEBUG ( 34): Build fingerprint:
Yes it's version 2.2 and no nothing native in my code. This bitmap is
a little large I do agree and I don't get this on the first run of the
app. It happens if I restart the activity and that whole bitmap gets
recreated. I think since it nullified before restarting the old one
should be collected b
So I am allocating a 4659200 bytes int[] that should be used as pixels
in a bitmap (a background bitmap). The int[] should be collected since
it's local to a method but somehow I get this stack trace:
D/dalvikvm( 339): GC_EXTERNAL_ALLOC freed 18K, 76% free 2882K/11783K,
external 7405K/7713K, paus
Then why did they add gpu emulation option in the emulator editor?? It
wasn't there before
On Oct 20, 6:26 am, Xavier Ducrohet wrote:
> Gpu emulation is not supported yet.
> On Oct 19, 2011 3:33 PM, "sebastian_bugiu" <
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> sebastia
First question: Why did you add gpu emulation option if the there is
no gpu emulation and setting it to yes makes the emulator not start??
Second question: Why when editing AVD and adding cache partition
support you can no longer click on new (I mean you can click just
nothing happens)??
Third qu
If I have gpu emulation off everything works fine, if I turn emulation
on then I get something like this in logcat
I/DEBUG ( 32): Build fingerprint: 'generic/google_sdk/generic:
4.0.1/ICS_MR0/202595:eng/test-keys'
I/DEBUG ( 32): pid: 193, tid: 194 >>> /system/bin/surfaceflinger
<<<
I/DEBU
I have an application in android market that does not work on htc
desire and I am positive the issue is not in my code. Basically I have
a private static final field that is initialized to a reference to an
object and yet whenever I access that object from another thread it
throws a NullPointerExce
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