access to ardor3d-android
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access to ardor3d-android
SVN info (barebones) is up on the wiki. (Would someone kindly volunteer to add more meat to that page?
)
You can also download the precompiled ardor3d-android jar from here. I will try to upload updates as I can, at least until we get this tied into hudson and autobuilds. You'll need that, plus ardor3d-core.jar and the google collections jar in your application (you can get both from svn... the core jar in our ardor3d-android svn is shrunk a bit more than usual.) You may be able to use other ardor3d jars as well, though none that use AWT or shaders... I know animation works (slowly) for example.
Also, just an fyi that i uploaded the obligatory box example (ancient ardor3d tradition) to the wiki here.
You can also download the precompiled ardor3d-android jar from here. I will try to upload updates as I can, at least until we get this tied into hudson and autobuilds. You'll need that, plus ardor3d-core.jar and the google collections jar in your application (you can get both from svn... the core jar in our ardor3d-android svn is shrunk a bit more than usual.) You may be able to use other ardor3d jars as well, though none that use AWT or shaders... I know animation works (slowly) for example.
Also, just an fyi that i uploaded the obligatory box example (ancient ardor3d tradition) to the wiki here.
Gratitude is a mark of a noble soul and a refined character.
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renanse - Site Admin
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Re: access to ardor3d-android
Great news, Josh !
I'll try to get my project on the Android platform tonight after work, just to see how much frame rate the emulator can obtain rendering a simple 3D scene...
I'll try to get my project on the Android platform tonight after work, just to see how much frame rate the emulator can obtain rendering a simple 3D scene...
- MikaelB
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Re: access to ardor3d-android
Updated wiki page with "Performance", divided among most recent Android releases.
Added performance for "Google Nexus One", running @ 55 fps.
Added performance for "Google Nexus One", running @ 55 fps.
- methius
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Re: access to ardor3d-android
Further updated, looking at limits of device.
Simple increase of boxes, distributed across screen runs at steady 20fps @ 40 boxes.
Simple increase of boxes, distributed across screen runs at steady 20fps @ 40 boxes.
- methius
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Re: access to ardor3d-android
I started work on the project now and added the A3D-extra package to the mix in a 9 AM, half hour effort to enable the OBJ importer.
Currently difficulty lies in the way resources are handled on Android.
The traditional resources route is a no go, as the OBJ importer requires me to have the same <filename>.(MTJ/OBJ/PNG), and Android requires me to have unique names.
The alternative route (class.getClassLoader()) seems te be giving me some troubles at the moment.
Should I start on a workaround or have you already looked into this matter?
Currently difficulty lies in the way resources are handled on Android.
The traditional resources route is a no go, as the OBJ importer requires me to have the same <filename>.(MTJ/OBJ/PNG), and Android requires me to have unique names.
The alternative route (class.getClassLoader()) seems te be giving me some troubles at the moment.
Should I start on a workaround or have you already looked into this matter?
- methius
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Re: access to ardor3d-android
Personally I would consider it a mistake to do importers on the android device directly as they will be slower than loading a binary directly. My two cents. We should probably have this conversation in a different topic though. 
edit: here's a new forum specifically for ardor3d-android dev discussions viewforum.php?f=17
edit: here's a new forum specifically for ardor3d-android dev discussions viewforum.php?f=17
Gratitude is a mark of a noble soul and a refined character.
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renanse - Site Admin
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Re: access to ardor3d-android
Hello Josh,
My point on this android preview : neat !
It seems really awesome. I just tried a few test (as currently my project doesn't compile for Android, I need to make some changes) and it runs quite well. On the example, I got about 45-48fps on the emulator. Not that bad !
The only problem I found was that it doesn't run on the Android 1.5, as I got verifying errors from the AndroidMouseWrapper class at activity loading. I had to download the Android 2.1 target in order to get the example to work.
My point on this android preview : neat !
It seems really awesome. I just tried a few test (as currently my project doesn't compile for Android, I need to make some changes) and it runs quite well. On the example, I got about 45-48fps on the emulator. Not that bad !
The only problem I found was that it doesn't run on the Android 1.5, as I got verifying errors from the AndroidMouseWrapper class at activity loading. I had to download the Android 2.1 target in order to get the example to work.
- MikaelB
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Re: access to ardor3d-android
Yeah, we specified that it would have to be 2.1 or greater in earlier threads such as viewtopic.php?f=16&t=731&start=10#p5454
That said, it may be possible to get it running on earlier sdks, but it's not been on our radar yet.
That said, it may be possible to get it running on earlier sdks, but it's not been on our radar yet.
Gratitude is a mark of a noble soul and a refined character.
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renanse - Site Admin
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Re: access to ardor3d-android
Hi
The FPS fluctuates around 52fps +/- 5 on my HTC Hero.
I confess it's not stock firmware, which might influence the results, I'm running VillainROM 10.3.2 and it's clocked to 614mhz.
HTH
Endolf
The FPS fluctuates around 52fps +/- 5 on my HTC Hero.
I confess it's not stock firmware, which might influence the results, I'm running VillainROM 10.3.2 and it's clocked to 614mhz.
HTH
Endolf
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Endolf - regular
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Re: access to ardor3d-android
FYI, the API has been updated with changes to the core that remove more garbage creation. Get the updates from the download link (above, or on the wiki) or from svn.
Gratitude is a mark of a noble soul and a refined character.
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renanse - Site Admin
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