libgdx tested yet?

mjoynermjoyner Posts: 168Member
edited December 2012 in General Discussion
Have any devs with actual boxes tested out libgdx on the platform yet?

http://libgdx.badlogicgames.com/
Post edited by mjoyner on

Comments

  • ratalaikaratalaika Posts: 19Member
    Yup, I did!! My library uses libgdx as multiplatform lib :)

    You may be interested by this post ;) -> http://forums.ouya.tv/discussion/21/spiller-library-ouya-backend#latest
  • GtoknuGtoknu Posts: 10Member
    That was a question I had too, thanks for asking :P
  • Glenn_BaconGlenn_Bacon Posts: 37Member
    I'm using Libgdx. As soon as I get my box I'll test it and report back. Should be any day now.
  • Glenn_BaconGlenn_Bacon Posts: 37Member
    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
  • MagnesusMagnesus Posts: 304Member
    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.

  • GtoknuGtoknu Posts: 10Member
    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.
  • Glenn_BaconGlenn_Bacon Posts: 37Member
    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.
  • Glenn_BaconGlenn_Bacon Posts: 37Member
    edited December 2012
    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.


    Post edited by Glenn_Bacon on
  • mjoynermjoyner Posts: 168Member
    Are you clipping the background?
  • Glenn_BaconGlenn_Bacon Posts: 37Member
    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.

    t.co/H9vwrpX7
  • badlogicbadlogic Posts: 23Member
    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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