Home About Recent Bazel Build with Visual Studio Code Martial Responsibility For Safety The Buffalo Trap Longsword Solo Drills - Meÿer Square Starting Historical European Martial Arts Group Game development Bazel Build with Visual Studio Code Generic A* for Games Procedural Island Generation Data-Oriented Design Matters Misconceptions of Component-Based Entity Systems Level of Detail Experiments Planet Generation - Part II Planet Generation - Part I Procedural Generation in Games Oculus Rift Integration Android Favorite Android Games NDK with Android Studio Android NDK Programming - Part III Android NDK Programming - Part II Android NDK Programming - Part I Personal Personal Stuff: Running! Global Game Jam 2014 Experiences Anime Claymore The Twelve Kingdoms Games Favorite Android Games Dungeons & dragons D&D Journal: I Historical european martial arts Martial Responsibility For Safety The Buffalo Trap Longsword Solo Drills - Meÿer Square Starting Historical European Martial Arts Group Historical European Martial Arts - Equipment Longsword Martial Responsibility For Safety The Buffalo Trap Longsword Solo Drills - Meÿer Square

Google+ Shanee Nishry Twitter @Lunarsong

Hi and welcome to my blog in which I pretend to know HTML and hope nothing breaks :)

I am a game developer who loves graphics programming and game engine architecture.

Hope you'll enjoy my blog and feel free to reach out on social networks.

Comments? Feedback? Send me an email! stream+feedback@shanee.io.

It is 2014 and Israel had its largest Global Game Jam event yet this year. Still barely comprehending 2013 is out of the door and with an unexpected amount of free time on my hands I took a blanket and a bunch of swords and went to create games with [almost] completely unknown people for 2 days.

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In this part we will create a simple Renderer and Application classes, initialise OpenGL and acquire touch input.

[notification type="info"]Source Code! The source code for this tutorial is available for download from GitHub[/notification]

A Worthy Mention

In the previous article I showed how to to call C++ functions from Java and we have also initialised the OpenGL Context on the Java class GameView. If you are like me and cringed when you saw the naming conventions for the C++ functions then I have some good news, there is something we can do about it.

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In this part we will go over the NativeActivity sample and how C++ code is used in an Android application. We will understand the activity's lifecycle, how it works and how to create a connection between Java and C++ by using the Java Native Interface (JNI).

The goal of this tutorial is to establish a basic framework to use C++ code for game code and maintain access to the Java side to enable use of future APIs such as the Google Play Services, including Google+, Cloud Save and Analytics. This is very important as most Android APIs are currently written exclusively in Java, even the third party ones.

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Prologue

This week I will catch up with Android and the NDK. I will create a series of posts where I will demonstrate how to get an Android NDK application running. I will also show how to separate the code into an Engine static library (.a) file and the Game application which will use it. I will be doing this as I go, sometimes implementing things for the first time; hopefully creating a smooth experience for you with Android and the NDK.

The goal of these tutorials is to establish a working C++ OpenGL ES 2.0 framework for games and graphical applications while maintaining a link to the Android code to enable use of APIs and services such as Checkout, Analytics, Google Cloud Save, Ads and Google+.

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Finally a chance to develop with an Oculus Rift. Even though the new game engine project only started about a month ago on scarce spare time, I couldn't say no to an opportunity to add Oculus Rift support. Forgive me for the lack of visuals, I hope it will at least be of some insight to other developers.

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Home About Recent Bazel Build with Visual Studio Code Martial Responsibility For Safety The Buffalo Trap Longsword Solo Drills - Meÿer Square Starting Historical European Martial Arts Group Game development Bazel Build with Visual Studio Code Generic A* for Games Procedural Island Generation Data-Oriented Design Matters Misconceptions of Component-Based Entity Systems Level of Detail Experiments Planet Generation - Part II Planet Generation - Part I Procedural Generation in Games Oculus Rift Integration Android Favorite Android Games NDK with Android Studio Android NDK Programming - Part III Android NDK Programming - Part II Android NDK Programming - Part I Personal Personal Stuff: Running! Global Game Jam 2014 Experiences Anime Claymore The Twelve Kingdoms Games Favorite Android Games Dungeons & dragons D&D Journal: I Historical european martial arts Martial Responsibility For Safety The Buffalo Trap Longsword Solo Drills - Meÿer Square Starting Historical European Martial Arts Group Historical European Martial Arts - Equipment Longsword Martial Responsibility For Safety The Buffalo Trap Longsword Solo Drills - Meÿer Square