Making a game made by java better - java

My son made a game using ecolapse(java) how can he make an app
Do i only have to load android plat form
Do i have to do the game again or just copy and past the code on the android platform?
Thanks

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Display activity on 2 android devices simultaneously over a network

I have to create a simple single and multiplayer game in android about tilting the phone and recording the quickest time in a certain direction. I have successfully managed to create the single player version in Java. However I have no clue where to start with the multiplayer option where the game starts simultaneously on both devices where one is a server and the other the client (decided beforehand by the 2 people). I did take a look at the Android p2p website, but it wasn't much help. I have used Android Studio for the project.
I have all the math and logic ready from the single player, I am only struggling to how I can start the multiplayer by displaying an activity on 2 separate devices simultaneously. Unfortunately I don't have code to show for multiplayer as I have no idea where to begin.
Any help or advice will be highly appreciated.

Choosing between unity and native java for a game that involves complex Android functions

I want to develop a game for Android that involves using the camera, reading files on the device, reading contacts, etc.
Can I perform these operations if I use unity for development or will I have to go with native java?
Or can I start off with unity and then import the project into Android studio and then add those features?
The game would be a story based game. So it's just 2D with a low poly art style.
(I have quite a bit of experience with app development but this is my first time trying to develop a game.)
This is quite a broad question because there are pros and cons against both. Unity is a powerful game engine and can be used for all kinds of games but if you want to do stuff like reading contacts, you'll have to write your own plugin to connect the native android.
There are examples of such plugins here
But you'll really have to do more investigation yourself.

Making iOS app using Android Studio and LibGDX

I want to make an app (not a game) for both Android and iOS. I have used LibGDX to make a game before and I like this because with one Java code it makes the app for both Android and iOS. However, I want to make an app that is not a game for iOS and Android with one Java code. Is my only solution to use the game engine LibGDX to make the app or is there another was I can do this.
I want to use one code in Java on a windows computer to make the app.
Intel has recently introduced INDE Multi-OS Engine early access programm: https://software.intel.com/en-us/intel-inde-multi-os-early-access
It allows to write you app for both Android and iOS in Java. Good technical overview is here: https://software.intel.com/en-us/blogs/2015/07/30/multi-os-engine-of-intel-inde-technical-overview
It let's to create Java applications in Android Studio for both iOS and Android platforms with a possibility to share logic between them.
Also there is a way to develop an app on Windows-host with Mac build server in LAN.

Render game objects in android app

Is there a way to render game objects in android app by using game engine ?
I have tried using unity but the problem is that, it require to export app as jar and use that lib in game development.
What I am trying to accomplish is to develop app using android studio and render game components which are built using game engine.
so Is it possible to do that and if yes which tool to use?

Integrating multimedia with LibGDX

According to the LibGDX web page:
Android applications can have multiple activities. Libgdx games should usually only consist of a single activity. Different screens of the game are implemented within libgdx, not as separate activities. The reason for this is that creating a new Activity also implies creating a new OpenGL context, which is time consuming and also means that all graphical resources have to be reloaded.
However, this isn't impossible to do - just undesirable.
I'm building an app that is designed to hold a few games built in LibGDX, as well as some information alongside it - video/audio, text with illustrations, and so on, describing the development of the games.
Is it a better idea to build this as a native android application that launches and tears down LibGDX whenever the user wants to play a game? Or should I write the entire app through LibGDX and do try and do the non-game stuff using UI libraries and so on?
I'm sorry I can't nail this down to a more specific question. I'm really interested to know before I embark down the wrong road.
The consensus in a linked Reddit thread here is that setting up and tearing down a LibGDX activity isn't such a huge overhead, particularly if the games are small (which they are in my case).
I'm going to opt for this solution, and simply shut down the activity whenever the user stops playing a game.

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