[GameClosure] An HTML5 Game Engine - Frameworks

I've been looking at an opensource HTML5 game engine that can compile into a native app. It's made by GameClosure and they recently made it publicly available so I thought I'd share for anyone who's interested.
What struck me was that they don't use a "web view", but use Google's V8 JS engine and compile that with Android NDK. This means that you don't have a DOM to work with and everything is done through a HTML5 Canvas, which they've accelerated with OpenGL. They claim that this gives them near native performance.
I also like that you can run it on a real device and use remote debugging.
So, for what it's worth... Enjoy

Thanks for the share! I'll have to check this out for sure. I wanted to get in to HTML5 and JS development.

bra1nDeaD said:
I've been looking at an opensource HTML5 game engine that can compile into a native app. It's made by GameClosure and they recently made it publicly available so I thought I'd share for anyone who's interested.
What struck me was that they don't use a "web view", but use Google's V8 JS engine and compile that with Android NDK. This means that you don't have a DOM to work with and everything is done through a HTML5 Canvas, which they've accelerated with OpenGL. They claim that this gives them near native performance.
I also like that you can run it on a real device and use remote debugging.
So, for what it's worth... Enjoy
Click to expand...
Click to collapse
Nice share but gaming enfines like these are not successful simply because Html 5 and js being great for web drvelopment are not used in mobile gaming as the set of functions they offer are verylimited in comparison to open gl so for a beginer who wants to dev android games i d prefer open gl

sak-venom1997 said:
Nice share but gaming enfines like these are not successful simply because Html 5 and js being great for web drvelopment are not used in mobile gaming as the set of functions they offer are verylimited in comparison to open gl so for a beginer who wants to dev android games i d prefer open gl
Click to expand...
Click to collapse
I like to use OpenGL directly myself too, it gives me more control over what I'm doing. Though, on the other side, this engine can give me a game that runs on Android, in the browser (without DOM for performance and they also have an optional DOM rendering mode for older browsers), as a Facebook app and iOS. Not to mention any other platform/device that can render HTML5. They're already looking into compiling it into a desktop executable.
Again, it's a 2D engine only; so if you want to do some fancy 3D rendering this won't do that. I also personally think that having a reduced set of functions only makes it easier to comprehend, and thus easier for a beginner to start out with. OpenGL in itself can already be daunting enough, not to mention Java and the whole Android SDK. But in the end it's all about weather it suits your needs I guess.

bra1nDeaD said:
I like to use OpenGL directly myself too, it gives me more control over what I'm doing. Though, on the other side, this engine can give me a game that runs on Android, in the browser (without DOM for performance and they also have an optional DOM rendering mode for older browsers), as a Facebook app and iOS. Not to mention any other platform/device that can render HTML5. They're already looking into compiling it into a desktop executable.
Again, it's a 2D engine only; so if you want to do some fancy 3D rendering this won't do that. I also personally think that having a reduced set of functions only makes it easier to comprehend, and thus easier for a beginner to start out with. OpenGL in itself can already be daunting enough, not to mention Java and the whole Android SDK. But in the end it's all about weather it suits your needs I guess.
Click to expand...
Click to collapse
Absolutely true!
Sent from my GT-S5302 using Tapatalk 2
Hit Thanx Button if i helped you!

This looks interesting. Both the apps they demo need things doing to them, but they've both got between 100,000 and 500,000 downloads, so they're doing something right, and they do run very smoothly.

Archer said:
This looks interesting. Both the apps they demo need things doing to them, but they've both got between 100,000 and 500,000 downloads, so they're doing something right, and they do run very smoothly.
Click to expand...
Click to collapse
What things do they need doing to them? If I remember correctly I could install them from the Play Store and play it instantly.
Their video shows some kind of tower defence game (bit like plants vs zombies) which looks really cool. I think it's not released yet as I'd searched for it and like to play it. I guess I'd just have to wait....

bra1nDeaD said:
What things do they need doing to them? If I remember correctly I could install them from the Play Store and play it instantly.
Their video shows some kind of tower defence game (bit like plants vs zombies) which looks really cool. I think it's not released yet as I'd searched for it and like to play it. I guess I'd just have to wait....
Click to expand...
Click to collapse
the op definitely did not intended to share games
Sent from my GT-S5302 using Tapatalk 2
Hit Thanx Button if i helped you!

sak-venom1997 said:
the op definitely did not intended to share games
Click to expand...
Click to collapse
It's an indication of what's capable with this SDK.
Archer said:
This looks interesting. Both the apps they demo need things doing to them, but they've both got between 100,000 and 500,000 downloads, so they're doing something right, and they do run very smoothly.
Click to expand...
Click to collapse
I just realised that you might mean that the apps need something doing to them from a "product" point of view, rather than a technical one?!?

bra1nDeaD said:
I just realised that you might mean that the apps need something doing to them from a "product" point of view, rather than a technical one?!?
Click to expand...
Click to collapse
Yep, that's exactly what I meant. For example, the back button doesn't close the game, but there's not quit button. They could do with some settings for audio etc.. But other than that they're a perfect example of how the framework can run nice and smooth - as the say, it's like a native app.

I was looking for something like that. I've been working with Andengine converting one game but this will make things easier.

I have to admit that it sounds pretty cool and tempting... But a few doubts came to my mind:
1) how much support would you get from a very small community.
2) the framework is very minimalistic, which may sound cool for small games but for bigger ones I don't think so.
3) javascript performance... I know they are using an optimized v8 engine and all that, but js has some serious problems by design and they tend to show themselves when working in memory exhaustive apps (such as games) and in memory contained environment (such as android)... For a more detailed explanation check out this : https://speakerdeck.com/keyboardsurfer/crouton-devfest-berlin-2012
4) I know they have a working prototype but does anybody knows how much it took them to develop, even with direct support from the engine developers.
Sent from my GT-N7100 using Tapatalk 4 Beta

lglossman said:
I have to admit that it sounds pretty cool and tempting... But a few doubts came to my mind:
1) how much support would you get from a very small community.
2) the framework is very minimalistic, which may sound cool for small games but for bigger ones I don't think so.
3) javascript performance... I know they are using an optimized v8 engine and all that, but js has some serious problems by design and they tend to show themselves when working in memory exhaustive apps (such as games) and in memory contained environment (such as android)... For a more detailed explanation check out this : https://speakerdeck.com/keyboardsurfer/crouton-devfest-berlin-2012
4) I know they have a working prototype but does anybody knows how much it took them to develop, even with direct support from the engine developers.
Click to expand...
Click to collapse
I think you do have to keep in mind that this engine is young. But saying that, it's evolving as we speak.
1) The community is indeed small (at this point in time), but I've been following their newsgroup and support page and GameClosure is quite quick in replying to queries themselves. Though I admit it would be better if there's a huge community around it. But who knows, in the near future this might happen.
2) They've recently released a plugin system that allows you to extend the framework easily. This can help when you need something that's not out of the box. Though currently their engine is only focussed on 3D games (tile engine) but they are extending it on an ongoing basis. They've just released an isometric tile engine as well. Wondering what's next
3) As for performance, it's only using the V8 engine. This in itself is a highly optimised JS interpretor. I think the performance issues you are thinking of are more web related. The slowness on the web comes from the DOM (rendering etc). Because this is not used (except when you select to use the DOM in a desktop version for older browsers) you don't have this overhead. Also remember that Java is also an interpreted language on Android, so interpreting JavaScript should not be far off. As for memory, no DOM means no DOM memory overhead either.
You still have to be aware of how many objects you create and when, but this is the case as well with Java for Android and Objective C for iOS as this is a Mobile issue (not a language one).
4) We could ask them? Not sure how valid this would be as I suspect that the games they've produced we're in development at the same time as they were developing the framework. So if they would write this again, it might take them a lot less time?!?
I think there are certainly things to consider here. I think you need to outweigh the pro's and con's and see what matters to you.
a) If you want the most out of the hardware I suggest writing native is the best as you can utilise how Google/Apple intended it to be used.
b) If you want your game to be written once and be able to run on multiple mobile platforms, browser and desktop. Then GC might be better.
c) If you want a lot of support and a big community, then you could look for an alternative and do a detailed comparison on features, performance and ease of running it on different platforms (if someone does, post it here as this is quite interesting to know.)

Just a minor question, can I use this to make a facebook canvas game? (are they html5?) Sorry for my ignorance I'm not so good with web stuff..

Thanks for the share! Really nice DevKit with lots of possibillities.

Thanks for the share

Interesting
We've been looking for a new framework, and will check this out, thanks.

Related

App Suggestions for my project

Hi everyone, i know there are tonssssss of nice people here on xda forums, and i was just hoping for some suggestions because i have to choose a project to work on.. any java game / application which is not too tough is fine. It doesnt have to be an original application, so i was thinkin maybe some simple apps which u guys love? I'm still not that good at it as i have just started learning bout using netbeans to develops the java apps.. i will have bout a month or two to work on it. please give me some suggestions? thank you everyone Much appreciated.
cloning/image app/program for windows mobile
i do not know how hard it would be but just a thought, but it should be a true image .... something like acronis or seagate etc but for windows mobile
how about using the blu tooth technology to turn the phone into a ps3 key board similar to the g remote for ur windows desktop.
or app that is like winterboard where it manages ur cabs alot more organized so u can switch them off and on isntead of deleting and replacing clocks lock screens etc etc
a craigslist app is a very popular
ebay app
sound boards or voice changers
a cocktail drink guide
synthasizer
as for games
here
are a list of games that would be cool
teenage mutant ninja turtles arcade version
left for dead the 8 bit version(google it)
plants v.s. zombies
iphone version of resident evil 4
maybe gta china town wars or even gta 1
mortal kombat
fallout 1 or 2
how about;
an app which uses the oem headphones and mike and turns them into a noise-canceling headset
a music editing app like audacity
and (my favourite) a light saber app
game
Well 1st congradulations on becoming a developer. I too in my spare time develop but I develop games. If this is your 1st time developing a complete project I would suggest a simple game. A game like pong,space invaders, or pacman. I dont know your level but those can be made relatively easy and give you time to add something to make an original twist. Since I program in C language I dont know if any of the commands are similar in java maybe I could help. Goodluck on your project and keep us posted.
This is proly a tough one, but one I would (and many others) love to see on our HD2 phones.
Netflix watch instantly app from our queue.
Why they half assed the Netflix app in the first place is beyond me.
thanks for all the suggestions guys! knew some of you here on xda would be happy to gimme some ideas. First i thought nobody was gonna bother replying. lol. thanks again and I will keep you guys informed when i decide what to do and if I need any help. Thanks a lot everyone.
I just noticed your handle; football-fan. I am assuming you mean soccer?
Perhaps combine your love for the game with your project and develop something relating to the upcoming World Cup.
An app that has the game fixture, match time etc. It could also connect and update scores and match stats as they happen. It could keep track of the heats and results. Keep a tree/chart of who wins and loses, who makes it to the finals etc.
I have no doubt there are plenty of people out there who would love an app like that. Especially considering you could produce something that is ad free. I am assuming that any official app that comes from commercial organisations will be plastered with sponsorship logos and the like.
Franwella said:
I just noticed your handle; football-fan. I am assuming you mean soccer?
Perhaps combine your love for the game with your project and develop something relating to the upcoming World Cup.
An app that has the game fixture, match time etc. It could also connect and update scores and match stats as they happen. It could keep track of the heats and results. Keep a tree/chart of who wins and loses, who makes it to the finals etc.
I have no doubt there are plenty of people out there who would love an app like that. Especially considering you could produce something that is ad free. I am assuming that any official app that comes from commercial organisations will be plastered with sponsorship logos and the like.
Click to expand...
Click to collapse
thanks for the idea!
but my lecturer was saying it would be better if the apps that we make would require move.. interaction / input from the user?
football_fan said:
thanks for the idea!
but my lecturer was saying it would be better if the apps that we make would require move.. interaction / input from the user?
Click to expand...
Click to collapse
How about a playlist editor for wmp? Something that would allow you to browse folders and select tracks and build a playlist from scratch.
It may seem a pretty plain application, but it would mean coding a decent GUI (that would obvously run purely on user interaction), but it would still have some more "gutsy" stuff, like system access, reading folder and files etc., and you'd also have to make sure you can build a playlist file. (I have no idea what format a playlist is in - it could be a simple list, but is more likely to be xml)
http://forum.xda-developers.com/showthread.php?t=683297

[Q] Best 2d game engine for android game development ?

Hey guys,
I've decided to start an android 2d game project, however i am confused as to which 2d game engine would be the best.
I'd prefer if the engine had good cross platform porting ability. The game is a single screen game and has character animations.
Which one would you suggest me?
Thanks
kross666 said:
Hey guys,
I've decided to start an android 2d game project, however i am confused as to which 2d game engine would be the best.
I'd prefer if the engine had good cross platform porting ability. The game is a single screen game and has character animations.
Which one would you suggest me?
Thanks
Click to expand...
Click to collapse
I didn't play with it long enough to give any kind of solid recommendation, but libgdx was incredibly easy to get up and running. With a few tutorials and online guides I had a super simple grid-based screen similar to Final Fantasy 1 and a on-screen controls to move the character around. Then once I realized I could do it, I realized I have no creativity whatsoever and abandoned it, lol.
CptSupermrkt said:
I didn't play with it long enough to give any kind of solid recommendation, but libgdx was incredibly easy to get up and running. With a few tutorials and online guides I had a super simple grid-based screen similar to Final Fantasy 1 and a on-screen controls to move the character around. Then once I realized I could do it, I realized I have no creativity whatsoever and abandoned it, lol.
Click to expand...
Click to collapse
Thanks for the suggestion. I've also heard that Cocos2dx is quite efficient but difficult to set up initially.
Here's what i am looking for in a 2d game engine :
- Must be cross-platform
- Must be efficient
- Should be C++, Java, C# or Objective C since I'm comfortable with them and NOT Flash, Javascript, HTML5 since I am not a
web developer
- Must have a large community, tutorials, additional libraries
- The final delivered package must be not too large
- The engine can be free, but I also wouldn't mind paying a reasonable price
Hi, I used libGDX for my first project, and I'm glad .
When you are looking for CROSS-PLATFORM GAME FRAMEWORK, it's the right one.
At the begining you spent some time on forums, but there are several tools that helps you start your first project realy quick (Project setup tool).
And many free examples and templeates that you can start with.
Also community around project is active, so you get quick answers in forums.
One really cool think, which saved a lot of my time, is running and debugging app directly on PC.
Wish you happy coding.
Kilobolt Game development tutorial
If you are an extreme novice who really wants to start you first game right away i recommend you to read "Kilobolt Game Development tutorial". It is so easy to understand and provide nice set of wrapper classes which covers all the complex details of image, sound and animation handling.
It also contains a well made tutorial set for game development.
The game "Hungry squirrels" which can be downloaded freely on the app store entirely uses this engine. So first take a look at that game and you can get an idea about the powers of this engine.

Best way to make a game for Apple and/or Andriod

Hello Everyone,
I am new to this forum, and new to the world of mobile phone game construction.
I have spent the last month researching the best way to make an game app for android or apple phones and tablets.
I am struggling to find good information online, so I would appreciate any comments you may all have .
I wish to construct a 2D platformer game only, but want to use the most user friendly method to do this. I would also want to upload the game to the market once completed.
I have played around with the following software so far, but have failed to make good progress. This is because I am unsure which software I should be using:
Cocos-2dx
QT Creator
Andriod Studio
When using QT creator (also known as Eclipse I think) I was having trouble setting it up for mobile development. But I was able to get good information online and use demo codes to mess around with.
During my research people have been saying Android Studio is the way forward, because it has a gradle system apparently. However, starting off making a game on this is incredibly hard as there are no examples or demo code around. I am assuming I cant use the demo codes from the QT creator software on the Android Studio?
Does anybody recommend a particular software for 2D games?
I am not experienced in programming, but I just need a good starting point.
Thank you for your time.
Jamie
QT Creator, Eclipse, Android Studio are just code editors. They also have tools for GUI building, but that is not related to games - games draw everything with OpenGL or DirectX.
So, first of all, you have to choose game engine or framework. Prefer the most popular - that means a large community, a lot of info and help.
Unity, Cocos2d are mentioned often. And libGDX as well, which I use, but don't know really cool top grossing games made with it, maybe it means something
Game engines either have their own editors with gamedev-oriented tools or instructions on how to set everything up in popular IDEs. And they provide nice tutorials also.
stickin said:
QT Creator, Eclipse, Android Studio are just code editors. They also have tools for GUI building, but that is not related to games - games draw everything with OpenGL or DirectX.
So, first of all, you have to choose game engine or framework. Prefer the most popular - that means a large community, a lot of info and help.
Unity, Cocos2d are mentioned often. And libGDX as well, which I use, but don't know really cool top grossing games made with it, maybe it means something
Game engines either have their own editors with gamedev-oriented tools or instructions on how to set everything up in popular IDEs. And they provide nice tutorials also.
Click to expand...
Click to collapse
Hi Sticken,
Thanks for your clear response. It appears I have been going down the wrong road then. I will look at the ones your have mentioned. I have heard the name unity pop up now and again. After checking on the website you have subscribe to a pro version. I am hoping I would not need to do this as my game is just going to be a simple 2d platform
ja7me said:
After checking on the website you have subscribe to a pro version. I am hoping I would not need to do this as my game is just going to be a simple 2d platform
Click to expand...
Click to collapse
No, you can find the restrictions of free personal edition on the website too. They aren't critical.
I am quite new to the game development scene too. I decided upon Unity myself late last year. I have found it a great tool
to develop on (both 2d and 3d) with lots of information and tutorials out there that could help you build your game.
I have been using it now for around 4 months and have just released my first game to the Google Play store.

RE: NES Emulator Development

RE: NES Emulator Development
I wasn't quite sure of where to post this, so if it belongs elsewhere, will an admin/mod please move it where it belongs. Thanks.
This is a post below from infidelity (a well respected NES ROM dev/modder). He states that he hopes that it "spreads around the internet like wildfire", so that this information will hopefully get out to the right people.
The issue for many, in being able to play many of the best and latest NES ROM hacks, is related to whether their favorite (or any emu they try on their preferred platform) has been coded to support (arguably?) the NES' most high performance and capable mapper: MMC5. EverDrive, PowerPAK, etc. owners are currently unable to run these games, as they also haven't implemented the mapper's support, yet.
Btw, on Android, I can confirm that Robert Broglia's NES.emu runs both of these ROMs great. It's a paid app, and well worth the price. There's a free fork of it (not as good, and several revisions back, but certainly a good and capable port). That would be NES.emu Free
Both of these games by infidelity are two of the best NES ROM hacks I've seen released...ever maybe. They're both pretty dang impressive at the very least.
Zelda - The Legend of Link
Super Mario All-Stars NES
I really hope this isn't disregarded as spam. It definitely isn't. I'm not infidelity (or close buddies with him), and have had little interaction with him, for that matter. I just saw read this yesterday, and felt it was important enough to share. Just trying to help spread the info.
infidelity said:
I hope that this gets spread around the internet like wildfire. So that other sites, and forums read this, and understand my actions. So if there are non Acmlm users here that are reading this, by all means share this post, link this post, etc, however it can get across, the more that see it/read it, the better.
I've been out of the scene for a few months now, my personal life is more busy than ever. I've been sort of enjoying the fruits of my labor, over my latest two projects, "Zelda - The Legend of Link" & "Super Mario All-Stars NES"
The consensus I've come across time and time again on the internet, is the issues people have with my projects on specific emulators, or retropaks/everdrives, etc.
So what I am about to do, is name off some things I've read (paraphrasing if you will) and answer them as best I can. But first....
Why I use the MMC5 mapper
The MMC5 mapper, is the most impressive & powerful mapper ever created by Nintendo. Some will talk about the Konami mappers being just as powerful, specifically due towards it's audio power, but that's not what I'm after. The MMC5 allows the user to max out the PRG-ROM & CHR-ROM chips to 1024kb's/1mb each, making that game a full 2mb's! That is an exuberant amount of space for a Nintendo game. A vast majority of retail Nintendo games, range from the sizes of 513kb's/769kb's. With 2mb's of size, you have so much freedom in the PRG/CHR department.
Speaking purely on the PRG-ROM, take my project "Zelda - The Legend of Link" for example. Without the PRG-ROM being maxed to 1024kb, there would be no Dark World, hell the Light World wouldn't be as big. There would be no advanced sound engine, no additional space for added assembly for enemies, or other various actions such as writing massive amounts of tile tables to the vram engine. Now take my other project "Super Mario All-Stars NES" for example. Without the PRG-ROM being maxed at 1024kb, there is NO WAY, that I would've been able to cram in those 4 games into 1.
Speaking purely on the CHR-ROM, again, take ZTLOL for example. Without the CHR-ROM maxed at 1024kb, there would be no fancy CHR Swapping. By now everyone has seen my story introduction, with the Windwaker Link & Ocarina of Time Link. That is all performed by CHR Swapping. Have you ever seen or created a flipbook, using stick figures on each individual page, and on those individual pages, you have the stick figure in a different position each time you flip a page? That's basically what CHR Swapping is, the MMC5 allows you to swap out different CHR pages, to give the appearance of animation taking place. Without that 1024kb's of CHR-ROM space, that introduction would've never seen the light of day.
Those two giant paragraphs pretty much sum up why I use the MMC5. It allows for so much creativity for the user to accomplish things, code wise & graphic wise.
On top of those things, the MMC5 can allow the user to have 4 individual save pages of $6000-$7FFF! The user can either use that area for actual saving features, or, the user can use it as additional PRG-RAM, or even PRG-ROM! The MMC5 also has very advanced graphical features, making it so instead of a 16x16 block having an individual palette, you can now set all individual 8x8 tiles (like in Super Nintendo) to have their own individual palette! Me personally, I have not utilized that feature, if you want an amazing example of that in action, I highly suggest you look at kuja killer's "Megaman Odyssey."
Answers To Some Remarks I've Seen
His game doesn't work, it just shows up as garbage
Answer: This is the #1 remark I've come across time and time again. There is nothing wrong with my game. The problem is with the emulator the player is using. The emulator obviously lacks the proper emulation of the MMC5 mapper. What is happening, is that the MMC5 reads pages 00-FF for the CHR tiles. But in my game(s), i have 4 individual 00-FF pages. So the emulator does not have that setup properly, causing garbage gfx to appear. Players sometimes like to stick to what they've been using for years & years, and don't like to update, or are just casual rom hack explorers, and find the easiest emulator on the internet they can obtain. In order to play MMC5 games properly, especially enhanced ones, it's recommended to update or obtain, the latest PC versions of FCEUX, Nintendulator, or Nestopia. PC emulators ported over to video game consoles, such as Xbox, PS3, Wii, various handhelds or smartphones, the porter needs to make sure the emulator he/she is porting, has MMC5 capabilities.
Why Doesn't He Use MMC3? It's The Most Popular, They Work On Everything.
Answer: MMC3 lacks the free space I require for additional PRG-ROM & CHR-ROM. There's no huge explanation for this one. :-/
I Tried This On The N8 Everdrive. It Doesn't Work
Answer: The N8 Everdrive (and I believe the Retro PowerPak) uses two 512kb SRAM chips for PRG-ROM & CHR-ROM. I've contacted krikzz, the creator of the Everdrive devices, and he has no desire to revise his device, to incorporate 1024kb PRG/CHR-ROM chips. I even suggested I purchase the same style chips, only 1024kb's each in size, but he said there is more to it than the chips themselves. So enhanced MMC5 games will never work on those devices. It is up to the respected creators. The only way you will ever see these games on actual Nintendo hardware, is by people sacrificing crappy MMC5 games that have the required size, and destroying them so that these enhanced games can replace them.
That Mario All-Stars Game. Why Didn't He Insert The Mario World Pirate As Well?
Answer: That game alone is 769kb's in size. The 4 Mario games I had inserted into the PRG-ROM, made it impossible for that game to be alongside the others. There also would be no room for any kind of introduction screen, controller function, etc.
That's all I pretty much have to say on all of that. I don't have the freedom to rom hack like I used to anymore. I'm not saying that I'm done forever, but I have zero clue as to when i'll ever get back to it. Anyways thanks for letting me get all of this out.
Click to expand...
Click to collapse
Source: http://acmlm.kafuka.org/board/thread.php?id=8336

[APP][5.0+] MOCR - Modern Video Editor Designed for Mobile, Like Clips for iOS

:laugh: MOCR is a brand new and different video editor compared to existing ones.
There is a Canvas, very similar to the one on OBS broadcaster for PC and Mac, you can put any number of layers on it.
A layer can be video, image, GIF or text.
:highfive: You can resize, rotate or move the layer freely on the Canvas.
:fingers-crossed: MOCR has some built in filters which can be applied on all kinds of layers, video, image GIF and text. More and better filters will be available soon.
:cyclops: Background music is also available, and many more things
I have attached the apk, and it's also in alpha testing on Google Play https://play.google.com/store/apps/details?id=tv.shou.mocr
It's free and without ads.
Nice! I'm gonna give it a try as I don't really like editing videos on my PC.
I've been looking for something like this for a long time! Good bye andro vid!! Halo MOCR :good:
Well its not quite better than kinemaster or powerdirector :/
Is this/will this be FOSS? It would be really nice to have a good video editor on F-Droid...
Thank you all for the feedback. I just updated the app which fixes some bugs.
The app only support ARM cpu and OpenGL ES 3.0+,some devices may crash if OpenGL ES 3.0+ not availabel.
Dearminder said:
Well its not quite better than kinemaster or powerdirector :/
Click to expand...
Click to collapse
Can you give me more feedback on the pros and cons?
In MOCR, you can add more video layers at the same time, place them freely. There are much more features hidden under the simple interface.
QwertyChouskie said:
Is this/will this be FOSS? It would be really nice to have a good video editor on F-Droid...
Click to expand...
Click to collapse
MOCR won't be open source, but it will always be free.
Always wanted some cool video app for Android and here I got it. ?? thanks @vecio
anuraganasane said:
Always wanted some cool video app for Android and here I got it. ? thanks @vecio
Click to expand...
Click to collapse
Thank you! MOCR is still new and my first video editor project, any suggestions are welcomed
vecio said:
Thank you! MOCR is still new and my first video editor project, any suggestions are welcomed
Click to expand...
Click to collapse
You can add frame rate, rewind, looping options. Also a cinemagraph option.
anuraganasane said:
You can add frame rate, rewind, looping options. Also a cinemagraph option.
Click to expand...
Click to collapse
This helps a lot.
Looping can be accomplished either by repeating a clip or render multiple times
vecio said:
This helps a lot.
Looping can be accomplished either by repeating a clip or render multiple times
Click to expand...
Click to collapse
Repeating should be less expensive operation for lower-end devices. Puts more strain on memory, but in the end all memories are way too fast nowadays.
Can you somehow implement that video processing use NEON instructions? Should be something config related, not something that should be coded in Java
NEON and/or using GPU for parallel instruction computing should make app up to 10x faster. For matrix operations and image streams it should be GPU. Haven't had enough time to dive into Android programming to see if OS does this automatically or dev needs to inplement it.
Will be testing and will give feedback.
vecio said:
MOCR won't be open source, but it will always be free.
Click to expand...
Click to collapse
Is there any particular reason, since it will "always be free"?
vecio said:
MOCR won't be open source, but it will always be free.
Click to expand...
Click to collapse
Absolutely love the app. Would like to see further improvisations in terms of the user-interface.
By free, do you mean that it won't incorporate any ads even in the future, right?
Yes it's a good one and I guess will be a better one.
I would love, the use of different types of fonts when writing and that you can change the transparency of each layer.
Sent from my Samsung Galaxy Note 4 using XDA Labs
DJBhardwaj said:
Absolutely love the app. Would like to see further improvisations in terms of the user-interface.
By free, do you mean that it won't incorporate any ads even in the future, right?
Click to expand...
Click to collapse
Yes, I hate ads and don't want the user-interface messed with those things
duki994 said:
Repeating should be less expensive operation for lower-end devices. Puts more strain on memory, but in the end all memories are way too fast nowadays.
Can you somehow implement that video processing use NEON instructions? Should be something config related, not something that should be coded in Java
NEON and/or using GPU for parallel instruction computing should make app up to 10x faster. For matrix operations and image streams it should be GPU. Haven't had enough time to dive into Android programming to see if OS does this automatically or dev needs to inplement it.
Click to expand...
Click to collapse
MOCR is built with NEON and ARM64 support, and most operations are accelerated by OpenGL. All the operations on the Canvas and layers are done with OpenGL ES 3.0
QwertyChouskie said:
Is there any particular reason, since it will "always be free"?
Click to expand...
Click to collapse
I work for a company where we allow users to post game videos, so a free and better video editor will help a lot on the business.

Categories

Resources