as it says, I've read online about Spine being imported over to LibGDX. I'm using Android Studio to develop a game and using the LibGDX framework. But my game requires 2D rigged animation than the pre-rendered models so I'm using Spriter Pro. But I want to know how do I import what I make from Spriter Pro to LibGDX so I can use what I make from there to develop my game on the LibGDX framework.
and if anyone could elaborate, couldn't a 2d animation with lots of frames be just as efficient as a 2d rigged animation? I dont see the pros and cons for both, just that 2d animation could take up alot of time to make
This Library might work for you
I'm currently trying to implement this library in my own project but I'm still having strange problems as seen below:
problem
I hope it helps and please contact me if you get it implemented in libGDX without this problem.
edit: sorry Xoppa, did not see your comment
In addition o the already mentioned https://github.com/Trixt0r/spriter repository you may want to try out https://github.com/blueacorn/libgdx-spriter-demo for some simple ready-to-go implementations of the necessary loaders and drawers. The readme includes an easy tutorial for quick results.
Related
We have a lot of days of research but can't find a solution for the following project. We need to convert a flux project to IOS and android native app. But as flux supports flash scripting it has easily implementing some 3d effects like shadow, emboss gradient etc. Please check the link here for seeing the swf file we have. We need to convert all this features into a native IOS and android app. We have research some area and found that most of the item we can implement except one icon here. The fourth icon have some 3d effects, shadow effects, border, emboss, contour and gradient etc. Can anybody check on this and guide us whether this can be implemented in IOS and android. I am pasting the entire url here again http://projects.zoondia.org/signfabcreator/signCreator.swf. Please check and let me know if this is possible. Let me if this is possible or not. If yes it will be helpful for me if anybody can give me a clue about implementing those in both android and ios
Very interesting! But I'm afraid you have to reimplement all this functionality by yourself. Don't be upset. There are good news for you - OpenGL ES and GLSL are extremely portable. So you can reuse 100% of your shaders. What is even better now you can share the other code too and stay native. Not long ago Intel announced the Multi-OS Engine. It enables you to develop native mobile applications for iOS and Android with Java. There are a bunch of tutorials inside installation package. One of them is especially dedicated to cross-platform OpenGL capabilities. Please check out my OpenGLBox sample.
I am an intern at company and my 'learning task' is to make Android application in Java, which takes H.264 format videos (at first they will be stored at SD card) and make like a very simple player, which would have the following features:
1.You can pause/play/fast-forward/fast-backward video
2.When you are at certain point of video and it is stopped, you can switch to the same time in a different video (same picture frame index i guess).
How could i do that? Is using Gstreamer a good way? I looked at the poor tutorial available on net and because of my lack of experience in video processing (I've never worked with video in Android applications) I have quite a hard time understanding what is pipelines, also the JNI and even setting up Gstreamer for Eclipse. Is there a better way of doing this? What should I get to know before starting to mess with this program?
Thanks, in advance!
All of your mentioned features are possible in Gstreamer, however, there is a learning curve.
To understand the GStreamer android tutorials, you must first go through the basic tutorials here: http://docs.gstreamer.com/display/GstSDK/Basic+tutorials
If you feel comfortable with the pipeline architecture, then go ahead and set up your android environment (which is no easy task by itself). Gstreamer is a very very powerful framework where you can do almost anything, if you're willing to make the effort to overcome the learning curve.
So i suggest to go ahead in gstreamer only if you have the time and patience, else go for a simpler solution. Unfortunately i'm not familiar with android, so i cannot suggest any. maybe a quick google search will help.
I'm trying to calculate a ray in my 3D world from a tap on an Android phone screen.
I thought I could just take the projection*modelview transform and inverse it. However, getting hold of the actual matrices doesn't seem to be so straightforward as I expected in OpenGL ES.
After a good while searching around the internet, options seem to be:
Many people seem to be using a bunch of classes from an Android demo source (MatrixGrabber, MatrixTrackingGL..).
Use glGetFloatv. However this doesn't seem to exist in GL10. It seems to have been added in GL11 with some problems and with no documentation.
Implement your own matrix code.
Now it's almost two years since most of the stuff I've found was written and I find it hard to believe that google hasn't got around to make this easier for game developers on Android, so I'm assuming I'm just being blind. Is there an official or recommended way of doing this? Maybe something supported in the sdk?
Many thanks.
I'm struggling to find a way to load a 3d model/animation on Android.
I know min3d framework and I would like to create a sample 3d animation, like a level, and running it on android.
Min3D is supporting really well the md2 files but I don't know really how to edit md2s.
Is there any way to load 3ds animations even not using min3d? if not, is there an alternative way?
thanks
Here is a free library that should get you started:
http://www.jpct.net/jpct-ae/index.html
I got three breakout boards form spark fun.
and i wanted to test them out.
something that i can visualize like a moving graph.
do you have any suggested links or anything I can reference?
suggestions are greatly appreciated!
. i just want to have something simple like a line just going across on a graph
similar to this to test them :)
Best video codec to encode analog graph information / AVI
Umm, a graph of what exactly? I would suggest instead you grab a few LEDs and play with making them turn on/blink as your first project.
That would depend on which UI toolkit you are using (AWT, Swing, SWT). For SWT, you may want to look at SWTChart.
I have also used JFreeChart with good success.