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      1 jMonkeyEngine3 on Android README
      2 
      3 This is the source tree for the engine portion of jMonkeyEngine, from a
      4 Subversion snapshot taken on 2012.02.24. It includes the engine/src directory
      5 from their source repository, but not the rest as it is quite large.
      6 
      7 The Android makefile does not build the entire library, but only these
      8 directories:
      9 
     10 engine/src/android
     11 engine/src/core
     12 engine/src/core-plugins
     13 engine/src/ogre
     14 
     15 which should be enough to use the core parts of the library.
     16 
     17 jMonkeyEngine relies on material and shader resources that are intended to be
     18 saved in the Java classpath and picked up by the classloader. On Android, they
     19 are saved in the APK and AssetManager is used to load them in. This works if
     20 you build the APK in something like Eclipse and simply include a source jar,
     21 but that will not work in the Android.mk build environment. Even if the
     22 resources are included in the static library jar build here, they will be
     23 stripped out when dex compiles the libraries into the APK. If you want to use
     24 this library, you will need to duplicate the resources you need into the assets
     25 directory of your project. As long as the path under assets/ is the same, the
     26 Android-specific asset loader will find them, e.g. if asked to load
     27 "Common/MatDefs/Misc/Unshaded.j3md", it will find it under
     28 "assets/Common/MatDefs/Misc/Unshaded.j3md".
     29 
     30 Links:
     31 
     32 http://jmonkeyengine.org/
     33 http://code.google.com/p/jmonkeyengine/checkout
     34 
     35 THe NOTICES file was generated with this command:
     36 
     37 find engine/src -type f | xargs head -n 35 | grep "^[ /=][*=]" > NOTICE
     38