-
Recent Posts
Archives
Categories
Meta
Category Archives: programming
Android SurfaceView optimisation
Well, I have been busy. My awesome map-based game Caravan has been spinning around a bit, but for a good reason. In august, I went to XDADevCon in Miami. It was amazing. A big thanks to EVERYONE I met there. … Continue reading
Posted in android, programming
Tagged android, optimisation, programming, surfaceview
Leave a comment
Long time no see … of rivers, cartography and tiling.
Well, I’ve been away a while and haven’t been able to do as much with “Caravan” as I’d have liked. But I have started the work on some features, which you can see below. First off, I’m getting closer to … Continue reading
Posted in android, art, programming
Tagged android, cartography, river generation, tiling
Leave a comment
Update on the mapping progress
I’m well into getting my procedurally generated map looking cartographic. I mentioned this before, and it might be a bit confusing to visually, so let’s just show once again that a picture is worth a thousand words: This is still … Continue reading
Posted in android, art, programming
Tagged android, PGC, procedural, procedural landscape, procedural world
Leave a comment
A little thing about (activity transition) animations
I recently tried to get some activity transistion animations going. You know, sliding in the newly launched activity, that kind of thing. What I wanted was to have my old activity just sit there whilst my new activity (a scroll) … Continue reading
Posted in android, art, programming
Tagged activity transistions, android, animation, scaletransform, xml animation
Leave a comment
EditTexts, keyboards and the mystery of nonmovement…
I’ve done some cool stuff with my mapmaking routines for my game, on which I’ll post later (screenshots included, of course … it’s really starting to resemble what I am aiming for!). But in the meantime, let me tell … Continue reading
Posted in android, programming
Tagged android, edittextx, IME, keyboard, layout, softkeyboard
Leave a comment
Seamless fractal terrain using 4D Simplex noise! Let there be land :)
Woot! After a few (ok, a lot) of missteps I finally got my randomly generated terrain to work! As I mentioned before I’m using a 4D simplex noise generator made by Gustavson and got pointed in the right way of … Continue reading
Posted in android, art, programming
Tagged android, fractals, seamless, simplex noise, terrain
Leave a comment
A window, not a world.
Well, to generate the terrain for my android game I did a bit more research. Fractal terrain looks nice, but you have to generate it somehow. One way of doing this is to generate a noise map and tile a … Continue reading
Posted in android, programming
Tagged android, fractal, noise, simplex noise, tiling
Leave a comment
The map IS the territory
OK, so I’m at the point where I have to create the map to fill the tiles to play my game on. To do that, I need a map generation technique. There’s a couple of conditions to any technique I … Continue reading
Posted in android, programming
Tagged android, noise, PCG, procedural, terain, tiling
Leave a comment
BTW
I just wanted to note that I’m not pulling my info out of thin air. I’ve got an application (AppGrouper) and a game (Ringi) out on Google Play. Here’s Ringi (available for free!): Making those two taught me a lot … Continue reading
Posted in android, art, programming
Tagged activity, android, applications, PCG, procedural content, programming
1 Comment