Hi,
after a long testing campaign on my app Call of Zombie (FPS 3D), strong doubts on robustness of 3D AppGameKit apps have arisen in my mind.
In fact, on Windows I have played all levels in "debug mode" and I have removed all bugs and error that led to some "<error message> in line XXX at <file>.agc".
Unfortunately, on Android tablet (Galaxy Tab and Galaxy Note) at a certain point in time, the application randomly crashes.
Last error is "error in line X at fileY". I have checked that line and I have realized that no errors could have happened here: the line was a "loadImage", and, if there were a real error, I should have met this error both in Windows and Android every time, while I get this error from time to time without any rational pattern.
The conclusion is:
1) why must the Android app be continuosly blocked on Android devices, causing serious issues to the player and making the app be rated as unstable and so not deserving the right to be purchased?
2) Why simply doesn't the app continue the execution without stopping? This is not a typical Android error message, but an error generated by AppGameKit interpreter itself.
3) It seems that the Android app run in a sort of Debug mode. Is there the possibility to deactivate debugging, so the app does not stop?
Maybe I have not understood well the fundamentals, but I have been working on this project for one year and a half, and it is very frustrating not to be able to identify this mysterious issue after hours and hours of debugging. As it is, I think that AGKv2 is not mature for developing serious 3D stuff, apart the lack of documentation of shaders and the stop of Bullet physics development.
Is it possible to have a feedback from @Paul?