Re: [android-developers] Re: 3D Engine

2011-10-25 Thread muizz ahmad
thanks dear

On Mon, Oct 24, 2011 at 7:55 AM, bdk  wrote:

> hi, check out http://unity3d.com/unity/publishing/android.html
>
> --
> Mathieu
>
> On Oct 24, 12:26 pm, muizz  wrote:
> > Assalam o aliukum.
> > I am a student of BS-Computer Science.
> > I want to make 3D android game on poultry form.
> > I want to discuss that what is the best tool for 3D graphics handling
> > and what is the suitable 3D engine in Android?
> > Regards.
>
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[android-developers] Re: 3D Engine

2011-10-24 Thread bdk
hi, check out http://unity3d.com/unity/publishing/android.html

--
Mathieu

On Oct 24, 12:26 pm, muizz  wrote:
> Assalam o aliukum.
> I am a student of BS-Computer Science.
> I want to make 3D android game on poultry form.
> I want to discuss that what is the best tool for 3D graphics handling
> and what is the suitable 3D engine in Android?
> Regards.

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[android-developers] Re: 3d engine advices

2011-04-14 Thread elix
On Apr 13, 3:39 pm, Mario Zechner  wrote:
> We are currently in the process of rewritting the 3D utility classes
> of libgdx, including better model format support among other things.
> See the blog athttp://www.badlogicgames.comfor more info (as well as
> the forums :)).

Is there a timeline for the things you mentioned? I took a glance at
your blog and forum but couldn't see smt about it.

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[android-developers] Re: 3d engine advices

2011-04-13 Thread Robert Green
It's not an engine but it's worth mentioning - 
www.batterypoweredgames.com/batterytech

This is a shameless plug.  I wrote it, use it and advocate it :)

On Apr 13, 10:40 am, Peter Eastman  wrote:
> > As a note; The game was better than I expected to see :).
>
> Thank you. :)
>
> > You should consider using a different license though, LGPL and Android 
> > don't mix well due to the dex format
>
> Yes, other people have mentioned that to me.  I'm planning to switch
> to BSD in the next version.  And if you want to use it now, let me
> know and I'll go ahead and check in the changed headers on all the
> source files listing the new license.
>
> Peter

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[android-developers] Re: 3d engine advices

2011-04-13 Thread Peter Eastman
> As a note; The game was better than I expected to see :).

Thank you. :)

> You should consider using a different license though, LGPL and Android don't 
> mix well due to the dex format

Yes, other people have mentioned that to me.  I'm planning to switch
to BSD in the next version.  And if you want to use it now, let me
know and I'll go ahead and check in the changed headers on all the
source files listing the new license.

Peter

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Re: [android-developers] Re: 3d engine advices

2011-04-13 Thread Leigh McRae
Make a source directory for the the following package that provides all 
the interfaces.


javax.microedition.khronos.opengles.GL.java
javax.microedition.khronos.opengles.GL10.java
javax.microedition.khronos.opengles.GL10Ext.java
javax.microedition.khronos.opengles.GL11.java
javax.microedition.khronos.opengles.GL11Ext.java
javax.microedition.khronos.opengles.GL11ExtensionPack.java

Have your engine refer to only use these.  Also have a factory method 
that returns your GL instance, I believe you already do.  Now Android 
will then compile and work directly.  Then for your JOGL version, have 
your App return an instance that implements the different GL objects.


If you're engine is targeted at Android that allows you to dev on PC I 
think it's worth the time.  First you're allowing the Android build to 
use the API directly. This verifies that anything you use already exists 
on Android.  This means that you're only really managing the PC part 
which can have any hacks or performance hits required.


It's just a suggestion, I looked at your code and I thought it was the 
best one I found.


Leigh


On 4/13/2011 8:39 AM, Mario Zechner wrote:

The overhead introduced by Interfaceing GL10/GL11 and GL20 is neglible
i'd say. Sadly, there's no work around for that, i'd have prefered a
static method solution if at all possible, but so is live. In real-
world scenarios that overhead does not have an noticeable impact on
your performance, tuning other things like texture filters/sizes will
have a 100x bigger impact on the performance of your game.

We are currently in the process of rewritting the 3D utility classes
of libgdx, including better model format support among other things.
See the blog at http://www.badlogicgames.com for more info (as well as
the forums :)).

Btw, Peter, Gamine looks very interesting as well! You should consider
using a different license though, LGPL and Android don't mix well due
to the dex format (users can't exchange the Gamine impl due to dex,
which is a requirement of the LGPL if you don't provide the source of
your complete app).

On 13 Apr., 10:07, elix  wrote:

Nice to hear from engine writers. As a note; The game was better than
I expected to see :).

On Apr 13, 3:12 am, Peter Eastman  wrote:








Another engine to consider is Gamine (http://sourceforge.net/projects/
gamine).  I have some experience with it since, well, I wrote it. :)
And I wrote Losing Your Marbles with it, if you want to see it in
action.
Peter


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[android-developers] Re: 3d engine advices

2011-04-13 Thread Mario Zechner
The overhead introduced by Interfaceing GL10/GL11 and GL20 is neglible
i'd say. Sadly, there's no work around for that, i'd have prefered a
static method solution if at all possible, but so is live. In real-
world scenarios that overhead does not have an noticeable impact on
your performance, tuning other things like texture filters/sizes will
have a 100x bigger impact on the performance of your game.

We are currently in the process of rewritting the 3D utility classes
of libgdx, including better model format support among other things.
See the blog at http://www.badlogicgames.com for more info (as well as
the forums :)).

Btw, Peter, Gamine looks very interesting as well! You should consider
using a different license though, LGPL and Android don't mix well due
to the dex format (users can't exchange the Gamine impl due to dex,
which is a requirement of the LGPL if you don't provide the source of
your complete app).

On 13 Apr., 10:07, elix  wrote:
> Nice to hear from engine writers. As a note; The game was better than
> I expected to see :).
>
> On Apr 13, 3:12 am, Peter Eastman  wrote:
>
>
>
>
>
>
>
> > Another engine to consider is Gamine (http://sourceforge.net/projects/
> > gamine).  I have some experience with it since, well, I wrote it. :)
> > And I wrote Losing Your Marbles with it, if you want to see it in
> > action.
>
> > Peter

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[android-developers] Re: 3d engine advices

2011-04-13 Thread elix
Nice to hear from engine writers. As a note; The game was better than
I expected to see :).


On Apr 13, 3:12 am, Peter Eastman  wrote:
> Another engine to consider is Gamine (http://sourceforge.net/projects/
> gamine).  I have some experience with it since, well, I wrote it. :)
> And I wrote Losing Your Marbles with it, if you want to see it in
> action.
>
> Peter

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[android-developers] Re: 3d engine advices

2011-04-12 Thread Peter Eastman
Another engine to consider is Gamine (http://sourceforge.net/projects/
gamine).  I have some experience with it since, well, I wrote it. :)
And I wrote Losing Your Marbles with it, if you want to see it in
action.

Peter

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[android-developers] Re: 3d engine advices

2011-04-12 Thread elix
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 
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  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/

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Re: [android-developers] Re: 3d engine advices

2011-04-11 Thread Joao Braga
Hey u guys!
I'm also developing 2d game for android devices. I'm using canvas and so far
the performance seems okey.
I'm also considering using vector graphics ( just like flash does ) instead
of sprites.
Have you ever tried that?

Any considerations for that approach?

Regards,
John

2011/4/11 elix 

> 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  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
>
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Re: [android-developers] Re: 3d engine advices

2011-04-11 Thread Leigh McRae
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  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 McRae
http://www.lonedwarfgames.com/

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[android-developers] Re: 3d engine advices

2011-04-11 Thread elix
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  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

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[android-developers] Re: 3d engine advices

2011-04-10 Thread Nicholas Johnson
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

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