I've developed a very basic Android game engine, but I haven't put it to use on anything other than "proof of concept" apps yet.
It's limited to Java (no C++/JNI) and uses only a SurfaceView and Canvas for rendering (no OpenGL), but it's good enough for simple games and animations.
Truth be told, most of the work revolved around refining the matrix-based techniques for handling arbitrary screen resolutions and making the multithreading robust enough to handle paused/culled Activity objects, etc. In other words, I wasted a lot of time on the sort of "donkey work" I could have avoided by using an existing library/engine. Still, it's been a good learning experience for developing Android apps and I am planning to do something with it.
I'm thinking along the lines of coding a virtual D-pad and putting it to use in mimicking an 80's-era arcade game, like Pengo.
OP: Congrats on your side-scroller progress! :-)
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