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    <p>Open GL seems to be your best bet here. I haven't had much experience with Android OpenGL, but it is going to be the most efficient way to write the app - since you are dealing with collision detection and colours. </p> <p>Android OpenGL will be the best option since it will be natively compiled by the ADK whereas HTML is going to be interpreted at runtime.</p> <p>As far as using normal bland Android layouts, I would not recommend that, since this is not a "standard" UI using the standard components. You are creating an entirely unique interface that is very graphical, and so I would recommend sticking to that. </p> <p><strong>EDIT:</strong> You will find that by using standard layouts that ALL of your user interface components will have to be customized, and you will spend a lot of time in your onDraw() methods with the collision detection. </p> <p>One problem with this is that you need to check whether the object collides with another object, making certain types of objects aware of each other, and may run the risk of circular references. Whereas if you use OpenGL, you can have one list of "Shape" types and then have a "checkCollision(Shape draggedObject)" method which iterates through the list of shapes and checks the collision using an optimized collision detection for the simplest object. </p> <p>The second problem is doing collision detection in the onDraw() method will make your app lag and seem sticky to the user while performing a drag. The more components the more problems.</p> <p><strong>EDIT 2:</strong> Here are some resources for Android OpenGL: <a href="http://developer.android.com/guide/topics/graphics/opengl.html" rel="nofollow noreferrer">http://developer.android.com/guide/topics/graphics/opengl.html</a><br/> <a href="http://www.learnopengles.com/android-lesson-one-getting-started/" rel="nofollow noreferrer">http://www.learnopengles.com/android-lesson-one-getting-started/</a><br/> <a href="https://stackoverflow.com/questions/5220105/2d-example-with-opengl">2D example with OpenGL</a><br/></p>
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