Android SDK

Started by BatKid, November 12, 2007, 18:34:48

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BatKid

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).  Seems like the SDK has both Java and OpenGL.  We may finally able to develop 3D Java mobile game?


Projects: 
   Env3D (http://env3d.org): Learn Java in 3D
   WhaleChat (http://whalechat.com): A 3D social programming experiment

Matzon

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.

BatKid

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? 
Projects: 
   Env3D (http://env3d.org): Learn Java in 3D
   WhaleChat (http://whalechat.com): A 3D social programming experiment

elias

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

princec

Yes, but could we not provide an OpenGL ES class (eg. org.lwjgl.gles.GLES10) which was generated like our other stuff?

Cas :)

elias

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

Matzon

you could share implementations then.

princec

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 :)

babyface

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.