Worked on this now for about a day and have things up and running now. One thing I realized as I've been working on this is that the Android version of jME will need to be a little Android specific. For example, OpenGL ES does not support drawing with unsigned integer indices, so all the IndexBuffers had to be changed to ShortBuffers. Ideally the default version of jME would also accept ByteBuffer and ShortBuffer... Maybe in the future. So far I've still kept the same abstract renderer/display system classes used in the main jME intact, but there's several things in there that don't really apply to OpenGL ES (VBOs for example) so I might trim those down eventually as well. Currently the .dex file for the library is about 1.6MB and even includes a nice BaseGameActivity class to extend for getting up to speed quickly.
The bulk of jME has come across intact though, and what really might be gained here is an understanding of how to detach jME better from lwjgl concepts.
So what's not done yet is input handling, text, sound, texturing, drawing of points and lines, and most of the state classes. I'm only focusing on com.jme, so none of the jmex stuff is in. Also, rendering to a texture is not in (but might be implemented as a copy from backbuffer type deal.) It's pretty exciting to see things start to emerge though!
The TestBoxColor demo:

Now, with a Capsule:
11 comments:
nice work Rocka!!!
time for google to start paying attention to the powers of JME!
Yeah, would be awesome if jme became the engine of choice for 3d on android.
Love the progress, check this out
google, android and a $10 million in awards
http://code.google.com/android/adc.htmls
Really interesting.
Just a question: is Android J2ME or J2SE based?
Actually, Android uses Dalvik and uses the Java syntax, but does not give you full access to the J2SE/J2ME API and is not technically a true jvm.
Has anyone done any work on this recently? I'm about to start porting jME to Android, and I'd rather not start from scratch.
No, other things took over my time. I do have some plans for the code though to go alongside current developments with the new Ardor3D.
Makes sense.
How far along is Ardor? I'm trying to decide whether to port jME to android myself, or hold off for Ardor.
If you want it in the next couple months, you're better off rolling your own.
Okay, I'll start digging into jME some more. Thanks!
Anyone have jme code for android?
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