Hello you all,
I've decided to make my android game called FoembJump opensource, which contains 99% ObjectPascal code, 0.1% C++ code (because the original OpenGL ES 2.0 JNI-bridged Android Java API was broken in some Android versions 2.0+2.1 (non-existent) and 2.2 (existent but buggy), it's fixed in Android >=2.3) and 0.9% Java JNI-Bridge Code (with OpenGL ES 2.0 context setup code part and so on).
It uses OpenGL ES 2.0, and it's multithreaded (so UI, gamelogic and rendering stuff are splitted in own threads for maximal possible framerate over a render task queue).
And the whole sound/music stuff are also self-rendered by the objectpascal code with a own small-but-nice sound system, which supports WAV for sound effects (incl. looping (with support for loop header stuff in the RIFFed WAVs), fading, panning, polyphony, etc.) and MOD/WOW/XM for music (so BeRoXM is integrated).
The game framework itself is crossplatform, so FoembJump can run on Android, Win32/Win64 and Linux-x86/Linux-AMD64 with "only one" codebase.
And BeRoVectorCanvas is a stacked vector 2D canvas with own TTF font loader and renderer, together with analytical anti aliasing (with optional support for RGB subpixel anti aliasing) for the whole canvas content. It's, or better it was used mainly only for the font rendering stuff.
Android market link: https://market.android.com/details?i...ames.foembjump
AndroidPit app center link: http://www.androidpit.de/de/android/...jump/FoembJump
And here finally the link to the sources: http://rootserver.rosseaux.net/android/code/FoembJump/
The game data stuff is licensed under the http://creativecommons.org/licenses/by-nc-sa/3.0/
license, for example the most of the graphics are from Christoph 'giZMo' Muetze.
And the code is mostly licensed under the 2-clause simplified BSD license.
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