Ardor3D erelong

I have been asked several times recently if Ardor3D is being worked on or not and if it would ever see the light of day. I'm happy to say that the answers are yes, and yes. Ardor3D has been a part of both my and Rikard's day jobs recently and so we, along with a fellow named Petter Måhlén (another Swedish code genius), have spent quite a good amount of time on it. In fact, things are progressing well towards having a useful Ardor3D "core" ready for everyone to start poking at and playing with soon, perhaps in the next month or two. It will be very much an alpha API, subject to change, but the idea is to have a solid beginning to form a community around.

As we get closer I will write more here about some of the different paths we took with Ardor3D and introduce you to the API.

And now, back to a crazy work schedule...

10 comments:

jfelrod1960 said...

An interesting article I found that you guys may find interesting as well.

Parallel Game Engine

Renanse said...

cool, looks like a nice read. Thanks for pointing it out.

Wyrlin said...

Hi:-)

A question if I may: Now that LWJGL is supporting OpenGL SE, and in light of your focus on Ardor3D being professional, are you planing on OpenGL SE support for Ardor3D? Also, wil it be possible to change between LWJGL and JOGL like in jMonkeyEngine?

In my company we are using jMe for embeded systems on different hardware and software platforms, however we would like more stability and speed than what we currently have (allthough this may be due to our own lack of skil rather then the engine:-) ).

Wyrlin said...

My mistake, OpenGL ES is not yet supported by LWJGL, however it would be nice to hear your thoughts on the possibility og creating pure OpenGL ES aplications using Ardo3D.

Renanse said...

I'm curious about what kind of embedded systems you are running jME on? We should run already on those same systems unless you did some special programming to get jME running.

As for OpenGL, you meant OpenGL ES right? We'd like to support that, but first we would need a java binding, second what java would we run on? and finally, ES a bit different that regular OpenGL, so the engine would need to be specialized a bit.

Finally, in Ardor3D now we do support Jogl and Lwjgl and your base code can switch between the two if you are not making explicit references to an implementation class.

Wyrlin said...

Thank you for the quick response, and my apologies for the typo’s (Largely due to our firewall forcing me to access your blog via my mobile phone, I am now at home.), I did of course mean OpenGL ES. The hardware we are running on is custom made for us, though we may have a broader view on the embedded term then most. The hardware platform is closer to a PC then a mobile phone and is running a striped down version of Debian. In that respect we may not need OpenGL ES, however since your adopting the approach from jMe I assume it would be possible to make a renderer custom made for LWJGL ES or JOGL ES or something like that, if we should feel the need (the need for speed :-) ).

That said we are very interested in Ardor3D and, come new year, we will most likely contact you in a more formal fashion on behalf of the company ( sorry, can't say which company just yet). For now though I'm going on holiday, and wish you and yours a merry Christmas.

Renanse said...

Cool, for a second I had wondered if SE was a way to refer to OpenGL 2.0 that I was unaware of (Second Edition). :)

Your project sounds interesting. Feel free to drop me a line at renanse (at) gmail com

Magnus said...

Is a software renderer planned?

Regards, Magnus

Renanse said...

No software renderer is currently planned. Perhaps you are interested in working on one? ;)

Magnus said...

Thanks for asking :-)

I don't have such competence though, nor the time required.

I wish jPCT was open source :-)

( I'm interested in a software renderer because I think that for a small browser based game, [the number of users that actually test the game] rises fairly much if there is no security dialog (be it a signed or unsigned JAR). )