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Daniel Gerson edited this page Mar 20, 2016
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Please feel free to edit anything you like here if you feel it makes it better. I think you need a github account in order to edit, and then away you go :-)
I've always thought that documentation should be iterative and fun. This is the best example of documentation I've seen on a complex topic. So feel free to add personality.
These sections should be listed by topic. It's intended to be a very long scrolling page, which is easier to navigate than many hidden subpages.
Here is also an index of the official PlayN Wiki.
- Changing Screensize [forum]
- Loading custom resources and a discussion about storage and Autobean [forum]
- Exiting the app [forum] more
- Loading custom fonts [stackoverflow]
- Game Loop Explanation before the Clock was added [official]
- Game.Default and Clock when the Clock was added [forum] Just note that the updateRate taken by Game.Default is really an updateInterval and its units are in milliseconds, not a rate in times per second.
- Efficient update strategy [forum]
- Sprite Sheets [forum]
- This answer explains efficient rendering, make sure you understand the performance test mentioned in the comments, for which clicking on the stats pane increases the stress. [stackoverflow]
- Optimising ImmediateLayer drawing on Android for HTC desire [stackoverflow].
- Understanding 2 thread rendering for game development on android in general. Not PlayN specific [stackoverflow]
- History of smooth/fluent framerate issues [forum]
- Tripleplay Animator Guide, basically you shouldn't be writing your own scheduler. [guide]
- Tripleplay UI, this guide is a work in progress. [guide]
- Multi font layouts, and source. [forum]
- Animating widgets with Migraine and MigLayout [link]
- Image scaling with UI [forum]
- Box2D to use JBox2D
- Pea sample code and [PeaWorld|https://github.com/playn/playn-samples/blob/master/physics/core/src/main/java/physics/core/PeaWorld.java]. Note that unit of box2d expects is seconds. Millis will render your simulation static with incorrect levels of linear dampening.
- GLShader, understanding how to do some of your own gl drawing within the PlayN framework [guide]
##HTML/GWT
- Speeding up javascript compile times for GWT [libgdx article]
Gotchas
##Sound
- Sound management problems [forum]
##iOS
- Alternatives to Xamarin [forum]
- iOS Achievements [forum]
- Flurry integration [forum]
##AppEngine
##Tools
- flump, flash based animation framework [link]
- flumpkit, flump tools for blender and gimp [link]
- parse.com api [forum]
##Resources
- FontAwesome. Free icons for use in your game.
##Helpful articles
- Summary of java gaming libraries in the playn ecosystem [blog]
- Discussion about game design choices, especially about entity systems [forum]
##Open Issues