isabella232 / android_external_jmonkeyengine Goto Github PK
View Code? Open in Web Editor NEWThis project forked from cyanogenmod/android_external_jmonkeyengine
License: Other
This project forked from cyanogenmod/android_external_jmonkeyengine
License: Other
jMonkeyEngine3 on Android README This is the source tree for the engine portion of jMonkeyEngine, from a Subversion snapshot taken on 2012.02.24. It includes the engine/src directory from their source repository, but not the rest as it is quite large. The Android makefile does not build the entire library, but only these directories: engine/src/android engine/src/core engine/src/core-plugins engine/src/ogre which should be enough to use the core parts of the library. jMonkeyEngine relies on material and shader resources that are intended to be saved in the Java classpath and picked up by the classloader. On Android, they are saved in the APK and AssetManager is used to load them in. This works if you build the APK in something like Eclipse and simply include a source jar, but that will not work in the Android.mk build environment. Even if the resources are included in the static library jar build here, they will be stripped out when dex compiles the libraries into the APK. If you want to use this library, you will need to duplicate the resources you need into the assets directory of your project. As long as the path under assets/ is the same, the Android-specific asset loader will find them, e.g. if asked to load "Common/MatDefs/Misc/Unshaded.j3md", it will find it under "assets/Common/MatDefs/Misc/Unshaded.j3md". Links: http://jmonkeyengine.org/ http://code.google.com/p/jmonkeyengine/checkout THe NOTICES file was generated with this command: find engine/src -type f | xargs head -n 35 | grep "^[ /=][*=]" > NOTICE
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