Cool. Tank Recon was one of the first 3d games I tried in android. Yes I agree that libgdx seems to be best option. It seems that it is mature enough and have enough documentation.
This is a video of the flight game I wrote using jmonkey 3-4 years ago http://www.youtube.com/watch?v=1eh4sINvIdA I thought using sensors for control of such a game in android would be enjoyable but none of the flight games I tried didn't meet my expectations in terms of gameplay so I'm thinking to create one. On Apr 11, 10:23 pm, Leigh McRae <leigh.mc...@lonedwarfgames.com> wrote: > I looked around at engines at one point and libgdx was the best for > targeting Android IMHO. The ability to develop most of your game on the > PC is a ginormous advantage. Your work flow will be much, much better. > > The only thing I found with libgdx is that the engine made a wrapper > around the OpenGL interface. The problem is that both the Android and > PC versions have to pay the over head of the interface. What I did for > my engine is make a copy of the OpenGL ES in Android and wire it to the > PC version of OpenGL. So the Android path has less over head. > > As a note, I wrote Tank Recon 3D by myself in 3-4 months. While the > run-time engine does require a large body of work if you stay on target > and only do exactly what you need to do it can be done. Also you can > count on a large amount of work involved in getting your assets into the > game. IIRC libgdx doesn't have assets loaders and plugins for content > creation packages. > > On 4/11/2011 10:57 AM, elix wrote: > > > > > > > > > > > It is nice to see at least one response from this huge group :). > > > I'll develop games, I'll not port smt from desktop. Creating whole > > game environments in opengl would be difficult for a single developer, > > that's why I'm looking for engines. > > > jmonkey have nice tools for desktop but it seems that they are not > > mature enough on android. I shall have a look at libgdx.. > > > On Apr 10, 6:01 pm, Nicholas Johnson<metthejohn...@gmail.com> wrote: > >> Are you trying to port a 3D desktop game to Android, or just create > >> something new? If you're already familiar with using OpenGL on the desktop, > >> it's actually not that big of a transition to OpenGL ES 1.x or 2.0. The API > >> is reduced to its basics, but still offers almost everything you need. > > >> Now, here's a big caveat: I have *not* released any games onto the market > >> using OpenGL (only 2D games which use the canvas directly from a customized > >> View). However, I'm currently experimenting with OpenGL ES 2.0 and I'm very > >> pleased with my initial results. > > >> As to the 2nd part of your question, no, I have no experience with any 3D > >> engines you've listed. But, I'm sure somebody on this forum does. > > >> Nick > > -- > Leigh McRaehttp://www.lonedwarfgames.com/ -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en