LWJGL Forum

Programming => Lightweight Java Gaming Library => Topic started by: BatKid on November 12, 2007, 18:34:48

Title: Android SDK
Post by: BatKid on November 12, 2007, 18:34:48
Hi all,

Just wondering if anyone is planning on porting lwjgl to Android (Cell phone sdk by google, http://mobile.slashdot.org/article.pl?sid=07/11/12/1626245 (http://mobile.slashdot.org/article.pl?sid=07/11/12/1626245)).  Seems like the SDK has both Java and OpenGL.  We may finally able to develop 3D Java mobile game?


Title: Re: Android SDK
Post by: Matzon on November 12, 2007, 18:56:28
a LWJGL api would just be a wrapper areoung the OpenGL ES implementation. We do not need the native code (except if we want to port openal, fmod and devil). And I am not sure that there is reason for doing this (bloat and slower code since we're just wrapping). The primary reason would be to make it possible to share implementations of stuff.
Title: Re: Android SDK
Post by: BatKid on November 12, 2007, 19:14:37
Would a wrapper for the lwjgl.jar file make it easier to port current lwjgl applications to the mobile platform?  Any thoughts on how feasible this is? 
Title: Re: Android SDK
Post by: elias on November 12, 2007, 20:14:30
I don't think it would make it much easier - apart from setting up the window, input handling etc., OpenGL ES is quite different to the "desktop" OpenGL version.

  - elias
Title: Re: Android SDK
Post by: princec on November 14, 2007, 13:31:44
Yes, but could we not provide an OpenGL ES class (eg. org.lwjgl.gles.GLES10) which was generated like our other stuff?

Cas :)
Title: Re: Android SDK
Post by: elias on November 14, 2007, 13:34:16
Quote from: princec on November 14, 2007, 13:31:44
Yes, but could we not provide an OpenGL ES class (eg. org.lwjgl.gles.GLES10) which was generated like our other stuff?

Cas :)

Maybe, but why use org.lwjgl.gles.GLES10 instead of the es api directly?

- elias
Title: Re: Android SDK
Post by: Matzon on November 14, 2007, 15:05:54
you could share implementations then.
Title: Re: Android SDK
Post by: princec on November 14, 2007, 16:27:13
Granted, it only really makes sense if they're not providing a native back end for it.. but they are. Which sort of makes LWJGL a bit redundant, except that we have nice static method calls and they don't.

Cas :)
Title: Re: Android SDK
Post by: babyface on December 18, 2007, 20:19:52
Sorry for bumping this thread again... I just wanted to underline how useful a port to Android would be. Because it would allow to use projects such as "Jemu2", which is heavily depending on LWJGL as it is, on Android. Does anyone have plans for trying such a port?

Of course another option would be to change JEmu2 to not use LWJGL, but it's use it scattered over large parts of JEmu2 code, so that will be quite difficult as well.