How to write iOS backend like (Game Center, IAP etc.) with libGDX? - java

I write game on libGdx and testing it on Android. All code I write on Java, because libGDX use Java language. How can I write iOS backend on Objective C and link it with Java libGDx core? Is any tutorial?

I don't know how you would accomplish what you are after, the primary problem being the lack of a JVM on iOS. The recommended way to get a libGDX game to run on iOS is by using MonoTouch from Xamarin.
See this blog-post from libGDX's Mario on libGDX and MonoTouch licensing
Unfortunately, it's not free, nor open-source. There are some other projects in the pipeline to get a JVM on iOS, via open-source project, like RoboVM, but they aren't fully implemented for libGDX use yet.
Good luck!

Related

How to make an app like Oldify in Java Using OpenCv Framework?

How can we build an app that will detect a human face using camera and make it old. There are many apps like Oldify which can work on face aging but I really don't how they work.
I am little bit familiar with the face detection/recognition library which is OpenCv and have Java programming skills.
How can I build my app using these tools (Java/OpenCv)?

Is there any APIs that allow you to call parts of the the Android SDK in c/c++?

I wan't to build a crossplatform game for Android and iOS but I'm worried I wont be able to use the Android equivilent of Game Center and other stuff like that if I do so with something like Qt. Any way I can use these tools while still building the game in Qt?
You can use the Android NDK. See: http://developer.android.com/tools/sdk/ndk/index.html
"The NDK is a toolset that allows you to implement parts of your app
using native-code languages such as C and C++. For certain types of
apps, this can be helpful so you can reuse existing code libraries
written in these languages, but most apps do not need the Android
NDK."

Using OpenGl wrappers for java in xcode

I've been using opengl with c++ for quite some time now, and I'm hoping to expand to the android/mac-app market by learning to use opengl with java. I'd like to be able to do this in xcode because it packages the app so neatly, but I'm mostly new to xcode and it's quite foreign to me. I've been trying to figure out how to get it to work with jogl, to no success - and I have no idea where to go! The internet is completely void of help.
Does anyone have thoughts or suggestions?
Xcode is very painful for developing java. I would discourage it. There are plenty of very decent java editors that offer the same sort of debugging and packaging. Xcode will not allow you to build for Android without serious modifications and hacks.
Xcode is very good for developing Objective-C which is what you should focus on if you are planning on developing for iOS/Mac.
Apple has a lot of tutorials on using OpenGL (ES) but they are all based on Obj-C.
I would suggest finding a good IDE for Java such as Eclipse. Downloading the Android SDK will get you a version of Eclipse specifically for developing for Android. Then following a java tutorial such as:
http://www.land-of-kain.de/docs/jogl/
Google also offers tutorials on OpenGL ES for Android with their api:
http://developer.android.com/guide/topics/graphics/opengl.html
In summary, my experience in trying to get Xcode to play nice with Java will result in frustration. Learning eclipse is very valuable as it is actually quite a ubiquitous editor.

Video - sound - sensor capture in Java

I would like to develop an application which would be able to capture video from a webcam, capture sound from a mic and capture movement if a proximity sensor is available.
Initially I want it to run on windows but if able I might want to make it work on android later on.
I'm looking for something pretty straight forward and easy to understand.
My research has led me to Java Media Framework but it is too old and abandoned.
FMJ seems also old.
JavaCV appears to have poor documentation available.
My goal is to make a home detection app which uses the camera imagery, mic sound and sensors to detect and analyze home invasion.
I might take a leap and do it in .NET or other object oriented programming languages if
easier solutions present themselves.
How should I approach this, what are your suggestions?
One Solution is use JavaCV. So you can develop your desktop application using java and later can be ported in to android with fewer changes. As you said JavaCV haven't rich documentation. But JavaCV is just a wrapper to a OpenCV. So you can read OpenCV documentaion and find the relevant method(function) names. The methods in JavaCV has almost same names as OpenCV. So you can try those methods in JavaCV.
Next solution is use .NET to develop the system. There you can use
AForge.NET a rich library for .NET or Emgu CV .NET wrapper
for OpenCV. But you will be facing a problem when creating the
android app. Because you have to build it from scratch.

Porting Java OpenGL-based Android game to iOS (no native code)

I might be a little screwed here. I've been developing an engine for use in various games that I've been making for a long time now.
The engine is written in 100% Java(no NDK), and uses OpenGL ES 1x for rendering. its got textures, 3d mesh loading, animation, image based fonts, tilemaps, custom file types, and all that good stuff at around 8.5k lines of code, so you can probably see why I wouldn't want to recreate all that on iOS :(
Anyways, some of the engine relies on the Android SDK, but those parts can easily be removed/changed, leaving just the engine code and calls to opengl. However, never having developed anything on iOS before, I am a little clueless as to where I should begin with the porting.
I know that you need to develop using XCode(or is it objective-c?) on iOS, but would it be possible to use Java instead?
I would greatly appreciate it if anyone could just point me in the right direction. It would really suck to have to rewrite my entire engine in a different language.
No, there is no way to compile java code so it can run on ios ,and propably will not be in the future either because of the nature of the ios witch is a close platform .
Your best choise here is to rewrite your code to c witch i think its not very difficult since opengl commands stays the same plus you will see a performance boost

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