Home » Author Archives: Impaler (page 2)

Author Archives: Impaler

Android Game Development – OpenGL Texture Mapping

In the previous two articles (article 1 and article 2) I have tried to introduce OpenGL ES on android. Now let’s take it further and build on them. In this article we will create a billboard (which is a square) and we will apply a texture onto it. A texture is nothing more than a bitmap image. When we work ...

Read More »

Android Game Development – Switching from Canvas to OpenGL ES

It is about time we delve into the graphical capabilities of the Android platform. Android supports the OpenGL ES API. Needless to say that offloading graphics handling to a dedicated GPU is way more optimal than doing it in the CPU. Most android devices have such a dedicated GPU. OpenGL is an API for writing 2D and 3D graphics that ...

Read More »

Android Game Development – Using Bitmap Fonts

Android is an OS running on many types of devices with different screen sizes. Because of that it is pretty difficult to address font related issues regarding both size and appearance on these platforms. To use a consistent font face across devices I have used bitmap fonts. That is, each character is represented by a bitmap. We can create an ...

Read More »

Android Game Development – Particle Explosion

Ever wondered how explosions are created? Let’s take a little detour and try to implement a basic particle explosion. An explosion is nothing more than a bunch of particles (be them pixels, small shapes or images) scattered across the screen, originating from a single point. Not all the time but mostly and for the sake of simplicity we’ll assume that ...

Read More »

Android Game Development – Sprite Animation

If you followed the series so far we are pretty knowledgable in handling touches, displaying images and moving them around. But a moving image it’s a pretty dull sight as it looks really fake and amateurish. To give the characters some life we will need to do more than that. That is what animation is all about. A rock is ...

Read More »

Android Game Development – Measuring FPS

In the previous entry we have created a game loop that runs at a constant speed and constant (more or less) FPS. How can we measure it? Check the new MainThread.java class.           package net.obviam.droidz; import java.text.DecimalFormat; import android.graphics.Canvas; import android.util.Log; import android.view.SurfaceHolder; /** * @author impaler * * The Main thread which contains the game ...

Read More »

Android Game Development – The Game Loop

The game loop is the heartbeat of every game. We used a very rudimentary one so far (you can find it here) without any control over how fast or slow we update our game state and which frames to render. To recapitulate, the most rudimentary game loop is a while loop that keeps executing some instructions until we signal it ...

Read More »

Android Game Development – Moving Images on Screen

In the previous post we’ve displayed an image and implemented a very simple drag functionality. Things we should know by now following the series: launch an Android application in full screen use a separate thread which controls the application (the game loop) load an image from the resources acquire the canvas and draw the image onto it handle basic touch ...

Read More »

Want to take your Java skills to the next level?

Grab our programming books for FREE!

Here are some of the eBooks you will get:

  • Spring Interview QnA
  • Multithreading & Concurrency QnA
  • JPA Minibook
  • JVM Troubleshooting Guide
  • Advanced Java
  • Java Interview QnA
  • Java Design Patterns