Mario said in a recent post badlogicgames.com/wordpress/?p=2712 "Ouya is sending us a dev kit so we can get some Ouya specific things into our APIs as well.". So that is good news :D
Great. I think libGDX shouldn't cause any problems since Tegra3 is quite standard. Only think we would need to modify is to add some Android code for ODK integration.
I'd say to just dev your game. As Glenn_Bacon stated, Mario said he is already adding OUYA specific things into the API. So don't bother with that :P. I think that before OUYA release we'll already have the ODK integrated into the libGDX officialy.
Ok. Received my Ouya today. Hooked it up and now its running. Installed my game thru Eclipse right onto the Ouya. No problem. My game Super Daddio 2 buttons are mapped for keyboard/xperia play/mouse/touch. It seems the Ouya controller is using the same keycodes as xperia play because the controller works perfectly without any changes to my game.
Now my Ouya is connected to a 42" LCD at 1080P 60Hz. My game is running ok but I did notice I'm getting a little flickering and my game is only running at 41-49 fps which is very annoying to say the least.
On my other android devices I'm gettings 57+ fps and very smooth on my Galaxy Capivate and Xperia Play. Hopefully, Mario and Libgdx or Ouya have some fixes to make things run a bit faster.
Ok. I did manage to get my game to run at 60 fps on Ouya. It runs nice and smooth now. I stopped drawing my background in the game to accomplish this. So I'll have to work on a fix in my game. I have a few ideas.
Not quite. Instead I have the background cut up into smaller pieces and only draw the pieces that will be visible.
I managed to fix the issue by trimming out parts of my 3 background parallax layers that didn't need to be drawn or weren't going to be visible. Now everything is back to normal and still running at 60 fps. All my backgrounds, sprites, tiles etc. are using culling which really helps with performance of the game.
Tegra 3 is heavily fill-rate limited. A parallax background has quite some overdraw, interestingly enough, usually more than a full 3D scene. Cut outs, say via PolygonBatch are the way to go in that case.
Our ODK integration is live btw, gdx-controllers and gdx-controllers-android contain code to talk to the controllers (including the thumb sticks etc.). More "official" news soonish, need to test a few things and wait for a firmware update that fixes the "pause" button issue.
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You may be interested by this post ;) -> http://forums.ouya.tv/discussion/21/spiller-library-ouya-backend#latest
Now my Ouya is connected to a 42" LCD at 1080P 60Hz. My game is running ok but I did notice I'm getting a little flickering and my game is only running at 41-49 fps which is very annoying to say the least.
On my other android devices I'm gettings 57+ fps and very smooth on my Galaxy Capivate and Xperia Play. Hopefully, Mario and Libgdx or Ouya have some fixes to make things run a bit faster.
I managed to fix the issue by trimming out parts of my 3 background parallax layers that didn't need to be drawn or weren't going to be visible. Now everything is back to normal and still running at 60 fps. All my backgrounds, sprites, tiles etc. are using culling which really helps with performance of the game.
t.co/H9vwrpX7