Android game developers using NVIDIA’s Tegra Android Developer Pack sample code have known for over a year and a half that Android can support all game controller buttons and axes in pure native (C/C++) code. But until now, developers wanting to access the all-important analog axes on those controllers had to manually query non-NDK (i.e. non “stable”) APIs from Android libraries at runtime. In addition to being a bit of an inconvenience to query the function needed, there was always the chance that a later version of Android would change that API and break existing games (since the function was not officially exported to the NDK). Well, that has all changed for the better with the release of the r9b version of the NDK. Android now supports the previously-missing game controller functions.
The better news is that existing apps that used NVIDIA’s sample code should work on Android KitKat with no modifications whatsoever. So existing controller-based apps should keep working just fine. Apps upgrading to the NDK’s new r9b release can now replace calls to the queried function pointer with direct calls to the Android function AMotionEvent_getAxisValue. They can remove their use of the TADP nv_input sample library, as the #defines in that header are now in the NDK’s android/input.h.
NVIDIA had a blast at the Big Android BBQ in Hurst, TX from Oct 12-14th. An enthusiast show on many levels, the BBQ brings together a great convergence of Android modders and hackers, most of whom also seemed to be avid gamers! NVIDIA showed off both high-end Android gaming and PC streaming on SHIELD with hands-on demos. We brought along a host of internal SHIELD development hardware, too; it provided these Android-savvy attendees with a really good idea of what it takes to bring an idea like SHIELD to the consumer market.
The NVIDIA booth was manned almost entirely by engineers who had worked on SHIELD’s Android OS modifications and enhancements, and this made for a lot of engaging discussions with the attendees.
NVIDIA DevTechs presented a session on developing great games for NVIDIA SHIELD, NVIDIA TegraNote, Ouya, MadCatz Mojo and other dedicated Android gaming devices. We’ve posted the slides from that talk with a full set of notes. They also hosted a coding challenge for the attendees; we drew a winner from the names of those who completed the coding challenge, and they walked away with an NVIDIA Shield!
Finally, NVIDIA gave away two more SHIELDs during the event; one to the winner of the head-to-head SHIELD race-gaming competition (which was decided by a late pass 10 seconds from the finish line!), and one as a part of the charity raffle for Rafa House
Our ill-fated hero goes turbo-speed to escape the ever more tenacious Grimmy, slamming unfortunate bystanders in his way and making more unnecessary enemies in the process. Dedalord enhanced the game to take advantage of the power of Tegra 4. Mariano Merchante explains how they did it.
In conjunction with the latest NVIDIA® SHIELD™ update, Tegra Android Development Pack 2.0r6 provides same-day support for the powerful SHIELD game development tools, including Tegra Profiler, Nsight Tegra and PerfHUD ES.
Tegra Android Development Pack (TADP) is a suite of SDKs, developer tools, drivers and OS images bundled in a single package to help simplify setting up and managing an Android development environment. In addition to support for the latest Tegra SOC in mobile computing, NVIDIA Tegra® 4 which powers the NVIDIA® SHIELD™, TADP 2.0r6 adds the following updates.
Last week in Montreal NVIDIA renewed its commitment: “The Way It’s Meant To Be Played” to gaming and technology press from around the globe at Editors Day. As well as highlighting unique content in the season’s best games and a new top of the line graphics card, three exciting new technologies were unveiled: G-SYNC, GameStream and ShadowPlay.