Newton has been out since the 24th of december, and the code for it is finished since mid january. We have 29 additional levels now, a level editor, in game level sharing etc. Still, 29 levels is not enough to ask people to pay. Stefanie are currently really busy with real life stuff and barely find the time to do anything Newton related. Before Newton dies i want to give a shout out to you. If you want to do levels for Newton and get a percentage from the income a paid version generates drop me a line at email@example.com or post a comment below. We need another 40-50 levels which can be easily created with a desktop level editor (Which is the same that is included in the Android version). I can’t offer a fixed sum of money to you as my budget is more than limited. However, i’d share 10% of the income Newton generates. We’d setup a simple one page contract defining the terms of the collaboration. Here’s hope that there’s some awesome level designers among my readers 🙂
A quicky, in case you didn’t know it yet. Apple has compiled a nice list of best practices for OpenGL ES and specifically for the powervr sgx chips which are used in iphones and the ipad. You can find the pdf at http://developer.apple.com/iphone/library/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/OpenGLES_ProgrammingGuide.pdf.
I’ve been rather busy today with my day job and only found 2 hours to do something related to Android (yes, only 2 hours…). I played around with shaders and extremely large vertex counts today, and behold it was good. With around 100000 triangles i get a steady frame rate of 37fps most of the time. Now the setup of the scene is a bit special, many of the triangles are rather small or get backface culled. It’s still nice to know that the PowerVR is not all that bad after all. I also noticed a problem with libgdx on Android where loading a non quadratic texture with mip mapping enabled produces nice black output. I have to look into that. But not today. Stefanie made me go to the fitness center she works at. She says i’m to lazy, fat and to dumb :/
I reworked a lot in libgdx as you can tell from the last couple of posts. The reason i haven’t yet release a new version is that i still want to rough out some edges. Text rendering is now extremely easy and fast via the SpriteBatch class and the new Mesh class really helped a lot when intially trying some shaders. I hope to get a new version out by tomorrow. I also fixed a nasty “feature”: When using OpenGL ES 2.0 the surface created will not have a depth or stencil buffer by default. I fixed that and everything works fine now. You can check out the latest source from the SVN if you want the cutting edge features. The examples in src/com/badlogic/gdx/tests should give you a pretty good insight into how things work now along with the extensive documentation.