Android - is there something wrong when the user interface works almost completely in OpenGL?

What considerations should be considered when building a GLSurfaceView-oriented interface? This is for the game, and the main part of the user interface will be an intro-screen (start, options, near, exit) and a level selector screen. I spent a lot of time rendering / animating for a game using OpenGL, and I'm not a graphic artist, so choosing an OGL interface makes sense to me. But I'm new to Android and need some external access. Thanks for reading.

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Because of the simplicity with which one activity can start another, I would say that it is worth distracting your options and choosing a level from the game itself. If you are not familiar with the initial actions and / or the transfer of information between actions, it has good tutorials and examples. You can try the ubiquitous Notepad tutorial if you haven't already done so ( http://developer.android.com/resources/tutorials/notepad/index.html ).

The advantages of this method are to leave your OpenGL / Game Activity less cluttered and that you can use the tested Android user interface elements instead of creating your own from scratch.

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