I'm very new to the Android SDK, but I've checked out some tutorials on the Android SDK and played around with the ODK sample. Even though I plan to use the NDK for almost everything, I think it's wise to setup an activity like normal, and pass key methods, such as controller input methods and an update method to process updating the game, then rendering it per frame.
I'm very new to this, though and the ODK doesn't have any OpenGL ES 2.0 examples of how to do this though. I'm assuming that I create a fullscreen activity when creating a new project (easiest way of doing that), getting the display resolution using an ODK call of some sort to figure out if it's in 1280x720 or 1920x1080 HD, then create the framebuffers accordingly...
Could anyone point me to some good resources on how to setup a basic infrastructure to an Android game? I find many tutorials on how to handle OpenGL ES in a Java environment, but what I need to know is how to setup a basic Activity that'll actually run and render on the OUYA. It seems that NDK examples I try to compile and run on the OUYA run on it, but don't display anything (even though it spawned a NativeActivity instance. Again, this is assuming total NDK usage).
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OUYA Inc | Android Developer
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