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Tag: libgdx

OpenGL Roundup, April 29, 2014: Milestones

Two big names in the game development community are celebrating their achievements as they reach important milestones and bring their work to the community: libGDX 1.0 released Zero to 95,688: How I wrote Game Programming Patterns Congrats to you guys, and thanks for sharing your work with the world! In other news, I’d like to thank El androide … Continue reading OpenGL Roundup, April 29, 2014: Milestones»

OpenGL Roundup, April 10, 2014: GDC 2014 Report, libgdx 1.0, Data-Oriented Design and More…

Top stories GDC 2014 Report libgdx: We’ll go 1.0 next weekend! Recent posts A Performance Comparison Between Java and C on the Nexus 5 How Powerful Is Your Nexus 7? Finishing up Our Native Air Hockey Project with Touch Events and Basic Collision Detection Android native development Android on x86: Java Native Interface and the Android … Continue reading OpenGL Roundup, April 10, 2014: GDC 2014 Report, libgdx 1.0, Data-Oriented Design and More…»

OpenGL Roundup, November 4, 2013

Android 4.4 for Game Developers APPS WORLD LONDON 2013 New Adventures in C++ with Cinder and More Objectively Stylish — The NYTimes Objective-C style guide. Vivante Unveils Less than 1 mm2 OpenGL ES 2.0 GPU for Wearables and Internet of Things (IoT) Devices Why use a Graphics Library instead of an Engine? (Ex: OpenGL vs Unity) – … Continue reading OpenGL Roundup, November 4, 2013»

OpenGL Roundup, October 1, 2013: Hexscreen 3D Live Wallpaper and more…

A fellow developer and blogger, Hisham, has released his Hexscreen 3D Live Wallpaper to the market, and it looks quite cool. Check it out: The wallpaper can be downloaded from Google Play. In other news… Libgdx and Bullet Physics on iOS via RoboVM Continue reading OpenGL Roundup, October 1, 2013: Hexscreen 3D Live Wallpaper and more…»

OpenGL Roundup, September 19, 2013

Here’s the beginning of a new series on OpenGL ES 2.0 for iOS, using Apple’s GLKit. GLKit to the max: OpenGL ES 2.0 for iOS – Part 1: GLKit Features OpenGL ES 2: How does it draw? ROBOVM BACKEND IN LIBGDX NIGHTLIES AND FIRST PERFORMANCE FIGURES! – Libgdx is moving to a new backend for iOS … Continue reading OpenGL Roundup, September 19, 2013»

OpenGL Roundup, June 24, 2013

Here are some interesting links I’ve come across recently: Cross-platform LIBGDX ROBOVM BACKEND Watch how Valve and Nvidia ported Source to Linux (and GL!) Giveaways Free Book! (Programming 3D Applications in HTML5 and WebGL) OpenGL History of the Modern GPU Series How to write portable WebGL OpenGL ES Particle System Tutorial: Part 1/3 NDK Porting … Continue reading OpenGL Roundup, June 24, 2013»

Beginning Android Games, to Learn More About Game Development for Android

I’m happy to announce that my book, OpenGL ES 2 for Android: A Quick-Start Guide, is now being readied to be sent off to the printers! I owe a special thanks to the publishers, to you guys, my readers and reviewers, and I also owe a special thanks to Mario Zechner, the creator of libgdx, … Continue reading Beginning Android Games, to Learn More About Game Development for Android»

Site Updates, and Thoughts on Native Development for the Web

I’ve recently been spending time travelling overseas, taking a bit of a break after reaching an important milestone with the book, and also taking a bit of a rest from working for myself! The trip has been good so far, and I’ve even been keeping up to date with items from the RSS feed. Here … Continue reading Site Updates, and Thoughts on Native Development for the Web»

Open Source Cross-Platform OpenGL Frameworks for Android

Let’s say you’ve decided to develop the next viral game for Android. You now have a choice: Do you go with a pre-packaged solution, flawed and rough around the edges though it may be, or do you decide to DIY (Do It Yourself) which has the disadvantage of reinventing the wheel and spending more time … Continue reading Open Source Cross-Platform OpenGL Frameworks for Android»