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 1 
 on: 2017-01-19 21:13:59 
Started by Catharsis - Last post by Catharsis
OK.. I'll start taking a look ~mid-next week. I joined the slack channel as "typhonrt". I think starting with the core / bare minimum to get GLES up first is a good idea for sanity then add Vulkan and worry about audio later. I'm generally familiar with the process you outlined and will embrace the black screen of death until I make it blue..  Shocked  Hopefully Travis is up for it as with a cursory review it seems to indicate it may be a bit raw.

 2 
 on: 2017-01-19 21:13:53 
Started by BurntPizza - Last post by Sickan
Going to Beijing, China next week. My dad speaks Chinese and I'd like to learn it, there are many great Android apps for it. But I wanted something where I could gradually add words and it would pick out sentences for me to translate - so I made my own app for it.

The app uses Tatoeba for Chinese and English sentences. The sentences were stored in one big CSV with half a million or so entries (300 mb uncompressed), but I took out all the English and Chinese entries, so then I only had 90 000 sentences to manage. I also ran a script on those sentences to find the Chinese characters that were most common, and created a separate CSV with each character and the number of times it occurs. You learn the characters that are most frequently used first. I also added Pinyin pronounciation guides using a library called hanyupinyin.

The read screen where you practice sentences features text to speech using Android's super-simple API. The voice is great. The only thing that remains to be done is adding a time-based spaced repetition system where words and sentences are repeated with increasing intervals.

All in a day's work, I'm very happy with how it turned out. Take a look!


 3 
 on: 2017-01-19 20:53:24 
Started by philfrei - Last post by Archive
actual definitions i found from the back of the 1997 OpenGL redbook

 4 
 on: 2017-01-19 20:31:21 
Started by Catharsis - Last post by theagentd
Err, no OpenGL module in that list?

Also, I assume there's no hope for Vulkan support on Android?

EDIT: And even if Vulkan is a no-go, I'd still use the sh*t out of LWJGL3 with OGL ES on Android.

 5 
 on: 2017-01-19 20:29:32 
Started by BurntPizza - Last post by theagentd
today i learned - tex-coords stored in half-floats is a very bad idea.
If you don't have any wrapping, then normal unsigned normalized shorts could work up to a certain resolution. 16-bits give you decent-ish tex coord precision up to a resolution of 4096x4096 or so. You definitely don't want half floats as they don't have even precision.

 6 
 on: 2017-01-19 20:20:47 
Started by BurntPizza - Last post by basil_
nono, a cake, not a pie.

today i learned - tex-coords stored in half-floats is a very bad idea.

 7 
 on: 2017-01-19 20:17:10 
Started by Catharsis - Last post by Spasi
Hey @Catharsis, here's a plan for what needs to be done:

1) Decide which ABI(s) we're going to support. I'd be happy with arm64-v8a and nothing else.
2) Cross-compile LWJGL natives to the target ABI(s).

This is the part I need more help with. The LWJGL build process uses Travis CI for the Linux binaries. The source code for each project is under the LWJGL-CI account on GitHub. Each repository has two branches (one for Linux x64 and one for macOS) with an appropriate .travis.yml script that performs the corresponding build. We'll need the same thing for Android (and Raspberry Pi builds later). Basically, a new branch must be created (e.g. master-android-arm64-v8a), which is exactly the same as the other two, except the contents of .travis.yml. The difficulty lies in getting Travis CI to cross-compile for our target ABI.

3) Change LWJGL so that it supports the new platform/ABI. (should be easy)
4) Test, fix, test, etc. (someone with Android dev experience: please contribute any information you might have!)
5) Deploy the new platform/ABI to Maven and the LWJGL site. (should be easy)

If this gets hard, we can focus on some LWJGL modules and skip the rest. At a minimum, we'll need:

- LWJGL core
- dyncall (the core depends on it)
- GLFW

Good to have:

- jemalloc
- OpenAL for audio

When building the core, unnecessary bindings can be disabled in /config/build-bindings.xml.

We should probably move this discussion to GitHub or the LWJGL on Slack.

 8 
 on: 2017-01-19 20:16:13 
Started by Blunderchips - Last post by Blunderchips
Morning All
I just published my first Android project to the play store and I'm looking for some feedback/honest criticism.

Made using libGDX
All icons came from http://game-icons.net/

Gameplay:
Can you .juggle? Tap the screen to jump around universe and collect the magical coins!
The objective of the game is to collect the little golden floating coins by repeatedly tapping the screen to jump. When ever you jump the players X velocity in inverted.
There light swearing in game.

Screenshots:


Below is a short video of what the game looks like in its current state.

<a href="http://www.youtube.com/v/AxEoHa61Vks?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/AxEoHa61Vks?version=3&amp;hl=en_US&amp;start=</a>

Thanks in advance!

 9 
 on: 2017-01-19 19:06:29 
Started by DayTripperID - Last post by DayTripperID
@vfmachado That's exactly what I was doing before, and it works great. I'm moving away from polling to interrupting, though, because I eventually want to use it in bigger projects where it needs to be more flexible and be able to handle mechanics like key mapping. Incidentally, the YouTube link I provided in the OP, which has the tutorial for this method I'm using now, is from the ChernoProject. His stuff has been the most useful to me so far out of the YouTube crowd. I could be totally off-base, but I think in the long run interrupting would be the better approach.

 10 
 on: 2017-01-19 18:55:33 
Started by BurntPizza - Last post by vfmachado
This week I finally finished the BennyBox Game Engine tutorial. It is a tutorial about what is and how to develop a 3D Game Engine in 60 episodes.

I'm including more stuff and creating basic GameComponents (e.g. skybox, gui) to facilitate the game creation.

Hopefully, next week I can post something related to this little project.

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