Random techie babbling...

LibGDX & OGLES2 – My First Triangle (pt.1)

I recently bought the OpenGL ES 2.0 Programming Guide, seems pretty good so far. Unfortunately it’s quite iPhone centric, but the basic principles and OGLES2 code is the same for Android. If you’ve done any OGLES1 work before you’ll find a lot has changed, it’s moved from a fixed pipeline to being completely shader based so requires quite a bit of re-learning.

I’m using LibGDX to ease the pain of getting started, but unfortunately the ‘My First Triangle’ tutorial on the LibGDX wiki is still only OGLES1 based. So, after a few false starts (mostly due to being on a Mac, which appears to be the worst platform for learning OGLES on) I thought it’d be useful to re-write the tutorial focusing on OGLES2, so here we go…
Continue Reading →

Android game prototyping with LibGDX on OSX


LibGDX from Badlogic Games is “a cross-platform game development library written in Java with some JNI code for performance hungry sections. It abstracts away the differences between writting desktop and Android games based on OpenGL. This allows you to prototype and develop your application entirely on the desktop and only needing 6 lines of code to make it run on Android.”

After trying various Android libs I think Libgdx will be what I use in the future, it’s got a clever bunch of people developing it and forms the basis of many of the other libraries available (Andengine, Rokon etc) without all the extra cruft.

However, until now the prototyping on the desktop has only worked in Windows & Linux, but that’s all changed thanks to the help of ‘pirato’ on the Libgdx forum, who’s built an OSX version of the required dynamic lib.

Before you can use it, you’ll need to have the mpg123 library installed, which is pretty straight forward…

You can then grab pirato’s library file from here (until it’s been officially added to the libgdx repos) and add it to your projects ‘libs’ folder.

You should now be able to run the desktop version of your app under OSX.

Woot, Android dev just got a step easier!

Book Review – Beginning Android Games

Beginning Android Games is a new book by Mario Zechner and published by Apress. Mario is the very clever chap behind the libGDX library I’ve mentioned here a few times in the past, so he knows what he’s doing.

But this book isn’t about libGDX, instead I remember reading Mario saying somewhere that the aim of the book was to enable you to build your own libGDX-like library by the end of it, and that’s pretty much what it does.

Cutting to the chase, I’ve only had the book for a day or two and I’ve only had a chance to really skim it so far, but from what I can see this appears to be the best book available for anyone wanting to get into game development for Android devices.
Continue Reading →

I’m talking @ LFPUG in January about Android development

Damn, Tink’s just sent out the newsletter so I can’t get out of it now :)

I’m going to be doing a talk at the end of January to the London Flash Platform User Group (LFPUG) about Android development. It will follow on from Richard Leggetts comprehensive ‘Introduction to Android’ talk earlier this year and cover some new stuff such as Air for Android, publishing, protecting and monetizing your apps on the Android Market, and we’ll also create some simple games using AndEngine and LibGDX.

Following me will be Liam Flynn talking all about multi platform OpenGL ES, so it should be an interesting night if you’re into games and other mobile development.

Hope to see you there!

Native Android OGL Game Libraries : 3 of the best

I’ve spent the last few weeks scouting out Android libraries to help write native games in OpenGL, and I’ve come up with what I think are 3 of the best, all aimed at different levels or types of developers…
Continue Reading →