I found another set of tutorials for android.
They were posted starting back in December of '09 at INsanityDesign.com.
Here's the link.
2010-12-16
2010-12-07
Unreal 3 Engine Coming to Android???
Looks like UDK will soon be unleashed in the world of Android:
http://www.talkandroid.com/14541-unreal-engine-3-coming-to-android/
http://www.talkandroid.com/14541-unreal-engine-3-coming-to-android/
Android and OpenGL ES related links
I've been hacking away at Android SDK. Here are some newb-tastic beginner level tutorials, links and resources that I have been culling over and using lately:
First see my earlier post for some easy tuts on installing Eclipse and the Android "ADK".
Then get your "Hello World" on - using Java inside Eclipse - by using this awesomely easy tutorial... here. That one is just Java, not Android.
Then watch your Android Virtual Device "say Hello", by going here: Android Development 101 - Part 1: Hello World. Yes, this will create a graphical virtual android phone on your screen!
Okay, these two are sequential. Mind you, you MUST have a working installation of the Android SDK in Eclipse working in order to implement these easily. OpenGL ES is quite similar (nearly identical in parts) to OpenGL, so knowledge of OpenGL will be quite helpful as well.
I've also been reading a hard copy of Head First Java, that's correct, I am quite new to Java.
Meanwhile I'm progressing through the Android Development 101 tutorials at Hack A Day. (Mentioned above). Quite nice. These guys really make me feel like a newb, but that's because of the other stuff they are doing. THESE articles on this subject are well written and targeted at the beginner. I've gone through part 3. All tuts work great in my Linux Eclipse Galileo (3.5.1) Android Virtul Device. I keep referring back to these to remind me of simple things like what to type into the fields when I create new Android projects in Eclipse. Newb-ile details like that save a student like me countless hours --> Google rarely turns up details on what everyone "in the know" assumes to be obvious. Know what I mean?
OpenGL ES is included in Android projects through simple import statements and then it looks a lot like OpenGL within the project. For example: GLSurfaceView is included as a class in the Android API. Here is the technical page at Android Developers web site.
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I haven't looked at this one in depth yet, but I'm gonna slap it up here for future perusal. http://www.ibm.com/developerworks/java/tutorials/j-java3d/section3.html
It's concerning simple Java 3D graphics from way back in 2001. Dunno if it's worth anything yet.
First see my earlier post for some easy tuts on installing Eclipse and the Android "ADK".
Then get your "Hello World" on - using Java inside Eclipse - by using this awesomely easy tutorial... here. That one is just Java, not Android.
Then watch your Android Virtual Device "say Hello", by going here: Android Development 101 - Part 1: Hello World. Yes, this will create a graphical virtual android phone on your screen!
Okay, these two are sequential. Mind you, you MUST have a working installation of the Android SDK in Eclipse working in order to implement these easily. OpenGL ES is quite similar (nearly identical in parts) to OpenGL, so knowledge of OpenGL will be quite helpful as well.
OpenGL ES Tutorial for Android – Part I – Setting up the view
OpenGL ES Tutorial for Android – Part II – Building a polygon
(THANKS! to Per-Erik Bergman at the Jayway Team Blog for the tuts!)I've also been reading a hard copy of Head First Java, that's correct, I am quite new to Java.
Meanwhile I'm progressing through the Android Development 101 tutorials at Hack A Day. (Mentioned above). Quite nice. These guys really make me feel like a newb, but that's because of the other stuff they are doing. THESE articles on this subject are well written and targeted at the beginner. I've gone through part 3. All tuts work great in my Linux Eclipse Galileo (3.5.1) Android Virtul Device. I keep referring back to these to remind me of simple things like what to type into the fields when I create new Android projects in Eclipse. Newb-ile details like that save a student like me countless hours --> Google rarely turns up details on what everyone "in the know" assumes to be obvious. Know what I mean?
OpenGL ES is included in Android projects through simple import statements and then it looks a lot like OpenGL within the project. For example: GLSurfaceView is included as a class in the Android API. Here is the technical page at Android Developers web site.
-----------------------------------------------------------------
I haven't looked at this one in depth yet, but I'm gonna slap it up here for future perusal. http://www.ibm.com/developerworks/java/tutorials/j-java3d/section3.html
It's concerning simple Java 3D graphics from way back in 2001. Dunno if it's worth anything yet.
2010-09-07
Installing Android SDK (and eclipse)
Found a great blog article about installing the Android Software Development Kit in Ubuntu. Check it out!
http://www.mattcutts.com/blog/install-android-on-ubuntu/
http://www.mattcutts.com/blog/install-android-on-ubuntu/
2010-08-31
2010-08-23
Entity Objects and Messaging System in C++
Okay, for a school project I am working on just what it says in the header there. Tough stuff for a C++ noob. So far I have just now gotten the sample code ( a free download that comes with the book: Programming Game AI by Example ) to work in Visual Studio 2008.
In order to do this I had to create a brand new empty win32 console project. Then I dragged and dropped all the files I thought necessary into the new folder, added them with the "add existing" command, and then hit F5 (which starts a build along with error messaging). Of course it didn't work the first time so I carefully read the error messages and figured out that I needed to add lots of other "resource folders" (all found in the downloaded examples folder) and then rebuild.
Almost worked. More errors. Then I discovered that I needed to change the path name of "Tiime/Precisiontimer.h" in the include line in precisiontimer.cpp to simply "precisiontimer.h" and walah!!! It finally worked!
Now, time to break down this code and turn it into a messaging system between entities that will cause 3 different AI paths to execute upon message retrieval.
In order to do this I had to create a brand new empty win32 console project. Then I dragged and dropped all the files I thought necessary into the new folder, added them with the "add existing" command, and then hit F5 (which starts a build along with error messaging). Of course it didn't work the first time so I carefully read the error messages and figured out that I needed to add lots of other "resource folders" (all found in the downloaded examples folder) and then rebuild.
Almost worked. More errors. Then I discovered that I needed to change the path name of "Tiime/Precisiontimer.h" in the include line in precisiontimer.cpp to simply "precisiontimer.h" and walah!!! It finally worked!
Now, time to break down this code and turn it into a messaging system between entities that will cause 3 different AI paths to execute upon message retrieval.
2010-08-17
2010-07-13
an incomplete snippet on Bullet installation alongside OSG

Change lines 22 and 25 in ... Colladautils.cpp and OsgToCollada.cpp to:
Paste path "/home/ultrajones/Programming/bullet-2.75/src/BulletMultiThreaded" in front of all the lines referring to BulletMultiThreaded, starting with line 38 inside sover.cpp in .../osgBullet_00_00_01/examples/solver.cpp.
http://www.archive3d.net/
2010-06-01
More Helpful Blender Links
An interesting post at BlenderArtists.org. I'm taking a look at the .blend file he posted.
http://blenderartists.org/forum/showthread.php?t=184848&highlight=parenting+in+bge+python
Blender's Orientation Matrix. A tutorial from Luma Labs.
http://www.luma.co.za/labs/2006/11/28/blenders-orientation-matrix/
"Royalty free" blender models for game dev:
http://www.blendermodels.org/
Blender Hotkey PDF. This is meant for version 2.36, but remains mostly relevant.
http://download.blender.org/documentation/BlenderHotkeyReference.pdf
A dev named Shatter posted a very basic example of a gravity gun using a ray sensor
On BlenderArtist.org forums a couple years back. I LOVE very basic stuff. It's the easiest way to learn for sure. Just scroll down a bit and look for where he writes:
Here it is!
sorry it took so long, havent been on
Still worked in my 2.49:
http://blenderartists.org/forum/showthread.php?t=124043
http://blenderartists.org/forum/showthread.php?t=184848&highlight=parenting+in+bge+python
Blender's Orientation Matrix. A tutorial from Luma Labs.
http://www.luma.co.za/labs/2006/11/28/blenders-orientation-matrix/
"Royalty free" blender models for game dev:
http://www.blendermodels.org/
Blender Hotkey PDF. This is meant for version 2.36, but remains mostly relevant.
http://download.blender.org/documentation/BlenderHotkeyReference.pdf
A dev named Shatter posted a very basic example of a gravity gun using a ray sensor
On BlenderArtist.org forums a couple years back. I LOVE very basic stuff. It's the easiest way to learn for sure. Just scroll down a bit and look for where he writes:
Here it is!
sorry it took so long, havent been on
Still worked in my 2.49:
http://blenderartists.org/forum/showthread.php?t=124043
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