Author Topic: GLBasic & Android?  (Read 12193 times)

Offline fjsantosb

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Re: GLBasic & Android?
« Reply #15 on: 2009-Dec-10 »
Development for android is possible in windows using eclipse.
I personally write how to set up (mainly for not to forget it), some time ago here: http://coding4android.wordpress.com/2009/05/12/set-up-enviroment/

But using glbasic on MAC will be really great! (I would like to use my macbook pro as main developer platform).

King Regards, fjsantos.
Francisco Santos Belmonte founder of Tip Tap Games.
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MrTAToad

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Re: GLBasic & Android?
« Reply #16 on: 2009-Dec-10 »
Not in C its not - the headers are case-sensitive (same filenames but different cases), which are one of the many problems on Windows...
Have a look at : http://www.aton.com/android-software-development-tools-what-do-i-need/
« Last Edit: 2009-Dec-10 by MrTAToad »

Offline fjsantosb

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Re: GLBasic & Android?
« Reply #17 on: 2009-Dec-11 »
You are right MrTAToad, very interesting article indeed.

King Regards, fjsantos.
Francisco Santos Belmonte founder of Tip Tap Games.
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MrTAToad

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Re: GLBasic & Android?
« Reply #18 on: 2009-Dec-11 »
The chances of doing anything in Windows would be 0% - I don't see Gernot doing a version for Mac/Linux :)

Pandora if/when it's commercially available would be a good thing to support though.

Offline gigios

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Re: GLBasic & Android?
« Reply #19 on: 2010-Mar-10 »
New version of  Android NDK, Revision 3 (Native Code SDK)

General notes:
  • Adds OpenGL ES 2.0 native library support.
  • Adds a sample application,hello-gl2, that illustrates the use of OpenGL ES 2.0 vertex and fragment shaders.
  • The toolchain binaries have been refreshed for this release with GCC 4.4.0, which should generate slightly more compact and efficient machine code than the previous one (4.2.1). The NDK also still provides the 4.2.1 binaries, which you can optionally use to build your machine code.

http://developer.android.com/sdk/ndk/index.html

Offline Kitty Hello

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Re: GLBasic & Android?
« Reply #20 on: 2010-Mar-10 »
Is Android any good. I mean - does anyone have such a phone?

MikeHart

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Re: GLBasic & Android?
« Reply #21 on: 2010-Mar-10 »
Yes, i have a G1. It is great.

Offline fjsantosb

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Re: GLBasic & Android?
« Reply #22 on: 2010-Mar-10 »
I have HTC Magic (I use this mobile device usually).

King Regards, fjsantos.
Francisco Santos Belmonte founder of Tip Tap Games.
Website: www.tiptapgames.com
Twitter: www.twitter.com/tiptapgames
Facebook: http://dld.bz/dYVd
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Offline Ozden79

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Re: GLBasic & Android?
« Reply #23 on: 2010-Mar-10 »
Having an Android support would be a great addition, that would make GLBasic very powerfull on mobile development...

Offline codegit

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Re: GLBasic & Android?
« Reply #24 on: 2010-Mar-10 »
I'm hearing that this platform is growing very fast.  :good:
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1 X Acer TravelMate 4270, laptop, XP PRO
1 X Dell Studio 17 laptop, Windows 7
1 X MacBook Pro 2,2 GHz Core 2 Duo, 2 GB RAM, 160 GB HDD, 9400M
2 X iTouch
1 X HTC Desire (Android 2.1)
iPad soon to be added

MrTAToad

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Re: GLBasic & Android?
« Reply #25 on: 2010-Mar-10 »
Unless Apple win their court case :)

Offline doimus

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Re: GLBasic & Android?
« Reply #26 on: 2010-Mar-10 »
Problem with Android is in hardware fragmentation. There is way too much different platforms/resolutions/graphics etc.

Android runs on anything from mobile phones to netbooks with 10" screens. Developing game for it would be similar to developing games for Java on mobile phones. Nightmare, in short.
But it would be nice to have it as supported platform nevertheless.

MikeHart

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Re: GLBasic & Android?
« Reply #27 on: 2010-Mar-10 »
Problem with Android is in hardware fragmentation. There is way too much different platforms/resolutions/graphics etc.

Android runs on anything from mobile phones to netbooks with 10" screens. Developing game for it would be similar to developing games for Java on mobile phones. Nightmare, in short.
But it would be nice to have it as supported platform nevertheless.

And so are PCs and Macs. Well MAcs are more standard but you have the problems on the desktops too.

Offline doimus

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Re: GLBasic & Android?
« Reply #28 on: 2010-Mar-11 »
Yes, but on PCs you can always go to the smallest denominator: 640x480 + keyboard + mouse = runs anywhere.

My fragmentation remark wasn't about actual code or programming, but more about design and asset creation.
Is your target device portrait or landscape? What is the resolution? Aspect ratio? Is it multi-touch? Does it have a keyboard or any kind of physical buttons? Stylus?

Once you start catering to all the possible options, your game will probably become unplayable and you will probably soon realize that you're not developing for a platform, but for a particular device instead.
Just like developers for mobile phones don't develop for Java platform, but for Sony Ericsson model whatever, Samsung model whatever. And then something that works on Motorola X2BN is completely borked on Motorola YC6, because they just added these neat extensions for Java platform, etc.

Offline planetm

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Re: GLBasic & Android?
« Reply #29 on: 2010-May-21 »
Is Android any good. I mean - does anyone have such a phone?

I've had an HTC Hero since last November, excellent phone. I'd really love to see Android support in GLBasic.