1:10 is realistic for the performance ratio of a phone vs a pc eh? Do you undertake any action to adapt to the android environment? How do you use the engine at all? I guess before you can start to hunt down performance issues it would be wise to gain some more experience about the typical performance eaters and how you can avoid them. In plain words: Its your fault, others manage to. As its your code, you should know best…
The exception igot when i remove the jme3-jbullet:
Java.langg.unsatisfiedLinkError : native method not found com.jme3.bullet.PhyisicsSpace.createPhysicsSpace…
You don’t have to fiddle with the libraries to use native bullet with Android. The build script automatically replaces jBullet with native bullet for Android deployment.
Just create a normal jME project and turn Android deployment on. Then it should work.
What do you mean with only on Android and without desktop? You always create the desktop project first and enable the Android deployment later. That’s just the way how it works.
Why do you want to disable the desktop option (note: option). You will even come to like it because you can run your application and debug it without an android device or simulator. Also its the way to do it if you want to deploy to iOS later as well (which would be silly not to) ;).
U right normen , and i going to try mifth suggestion,
In my college i need to do an Android project as a final project,
So i must to do it without desktop option (thanks about the clue),
I really like jme and i want to use it…
I think that must be a way to make it work great ,
Thanks u all again i really appreciate yours help!
You misunderstand. If you use the DK you still have a completely android-only part of the application. Its a normal android project created by the android project tool.
Ok thanks, so i got another question ,
If i want to show a splash screen while the simpleApplication init all the stuff and show the view of the game after that , how i do it?