Archive for July, 2011
Space Rings 3D now on the Android Market
Posted by jeremy in Uncategorized on July 22nd, 2011
I did the development work for Space Rings 3D, released by Tribaloid to the Android Market today ($.99 download).
Space Rings 3D is an accelerometer-based game for Android-based phones and tablets. The basic premise is to guide a ball through a series of rings, getting points for passing through rings. Survive as long as possible against the clock, and pick up various power-ups along the way.
The game is intended to work on a wide range of devices with various graphics processors, different screen sizes, etc. Supporting many different devices is definitely a challenge with Android.
I used the excellent LibGDX library to take care of a fair amount of OpenGL cruft, as well as input handling, asset management, etc. Definitely recommend.
Android game: Space Rings 3D (alpha)
Posted by jeremy in Uncategorized on July 17th, 2011

First public version of a game I’ve been working on for Tribaloid. Getting close to the initial Android Market release, but not quite there yet.
Get the APK directly or via this QR code:
For the curious:
- Implemented with libGDX as the core engine, using basic OpenGL ES 1.0 for the most part.
- Straight Java, except for the native parts handled by libGDX
- About 140 hours of effort so far
Here’s a video of a much earlier prototype: