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