Eclipse just calls ndk-build through ANT and the chain of build.xml's.
To add an external library I just simply plonk it in a known bucket and then add it to LOCAL_LDLIBS in Android.mk.
P.S. lol at the results of your edit on the tags.
The ODK is a set of Java helper static methods and classes for input and In App Purchasing, (IAP). Without the ODK IAP you can currently not access any of the OUYA Store functionality.
If you don't need IAP then you can build your game in Java with…
I'm pretty sure for IAP from a true native activity you would need to fire up the OUYA ODK by attaching your current native activity thread to the JVM that was passed to you during initialisation. This then matches environments between your native c…
OUYA only hosts your assets files if they are embedded within the APK using the standard Android build system.
If you're planning on releasing a free game, then the power and flexibility of separated assets probably isn't needed, right?
But if yo…
@TRUEtrav: Remember, AFAIK, for the OUYA there is no way to access IAP currently unless you use Java and hence some JNI. Although this shouldn't be a performance issue as most engines probably won't be making purchases every frame rendered :)
With …
rumplestilzken said:
On a side note, the shield was delivered yesterday, and i have been experimenting with it. Nice piece of hardware, and my code is working flawlessly on the Ouya and the Shield so far!
Awesome. I'd love to hear what…
TRUEtrav said:
I can't wait for Tegra 6. Sounds like it'll have full OpenGL 4.0 support. Actual OpenGL! Not sure where efficiency falls in, but it'll be low-cost and the functionality could provide devs with more features than before.
The Teg…
It supports it in the fact that it doesn't go out of it's way to stop you organising your assets or expansion files in any manner you like.
Check out this thread for some ideas http://forums.ouya.tv/discussion/2268/fopen-file-io-reading-and-writing…
The Tegra chip sets already support MRT's for OpenGL ES 2.0 through the NV_draw_buffers extension, http://www.khronos.org/registry/gles/extensions/NV/NV_draw_buffers.txt
Also the Tegra4 does not fully support OpenGL ES 3.0, so it is unfortunately s…
I'm personally not a big fan of android's build/make system, why they had to re-invent the wheel and not use a standard Unix/Linux make format is beyond me.
I have no problems building my code using the same kind of wildcard approach that you are …
Strange again, I have both files in my sources/cxx-stl/stlport/stlport. Have you downloaded the latest NDK?
Also try adding APP_STL := gnustl_static to your Application.mk file. Here's what my Application.mk file looks like.
#ANDROID APPLICATION M…
That sounds like a logical and efficient mechanism for coping with multiple platforms.
I didn't even know the Nvidia Shield was a available for pre-order, thanks for the heads up.
Hmmm that seems like something is wrong with your default Eclipse NDK paths, in Properties/C++ General/Paths and Symbols I have the following NDK specific paths:
C:\OUYA\sdk\Android\Ndk\platforms\android-14\arch-arm\usr\include
C:\OUYA\sdk\Android\…
Aaaaaaaah we need more quality, (NDK), games for the OUYA...don't thank me for causing you to slow your OUYA port down ;)
P.S. Remember you can turn off zip compression in the build process, that might make it simpler for development as it should b…
It looks like you're allowing dust to build up inside the OUYA itself through it's bottom vents.
You may want to turn it right side up so that it's internal fan, PCB and connectors don't suffer too much, potentially subtracting from your eBay sell…
It would be extremely interesting to compare the two methods of NDK integration, (Java JNI Native, compared to Native JNI Java), on my particular projects.
I'm guessing your approach has more setup time as you are required to cache Java objects and…
Hmm it's been so long since I played with Eclipses options, I'm assuming the include path needed to be added to Eclipse is for it's class/variable/parameter tooltip information?
I tried a simple experiment and added some additional paths to Android…
Nice find, but if you only need to access assets on a read basis, there is no need to unzip/copy them to the data or SD directory as part of an installation, you can just incorporate zlib into your code using some of the following methods:
- Wrap z…
naf456 said:
Hmm... Have been wondering about the gamepad implementation now... I was just going to have a java wrapper fire C++ controller methods when I get input.Just wondering about streaming the axis data of the joy sticks through JNI -…
I'm assuming you are using Eclipse as your IDE?
I didn't add paths for my external libs using Eclipse, I added them to my Android.mk file.
LOCAL_C_INCLUDES := c:/android/api/blah/include
LOCAL_LDFLAGS := -L c:/android/api/blah/lib -lblah
I tried something similar to this, then I decided to research just how expensive Java JNI to Native calls really are and to be expected there is no clear cut and dry answer. JNI calls to native can be almost as fast as Java calls, (this makes sense …
Yup that is strange, I don't measure time on the Java side I measure it in C++ on the native side, but that shouldn't make a lick of difference.
My engine can definitely slide up and down the frame rate slope without the characteristic jumps in fr…
I agree with a lot of what you have said, but I can also see both sides of the argument. It's extremely simple logic on the part of the OUYA devs: if you force the customers to enter in some kind of valid payment option before the console starts, th…
Absoloutely it will be, of course you will have to lower your resolution of your G-Buffer, FBO's and final render buffer to achieve the interactive frame rates that you require as it is more fill rate hungry than traditional forward rendering.
When…
I think he means not being bounded by what has come before; you know the school of thinking that learning traditional academia imposes rules, limits and boundaries on the thinking process, especially when it comes to creativity.
Personally I mostly…
Absoloutely agreed Rumple, wait until you get to the sound portion of your game, I spent a LOT of time researching Android sound and in the end whipped up an extremely efficient and reliable sound engine in OpenSL, that was a lot of fun.