Hi All,
Intro:
I am the lead developer of JOGL/JogAmp.
We are currently getting close to the 2.0 release and RC6 will be pushed out tomorrow.
Support is available w/ autobuilds and test on all usual suspects
- Linux, Windows, Solaris and OSX (10.5 - 10.7) on x86 and x86_64
- Linux on ARMv7[1]
- Android on ARMv7[1]
Besides AWT, we support our own windowing toolkit NEWT. An SWT canvas is available as well.
NEWT would be the versatile TK, available on all platforms (incl. mobile).
[1] autobuild/test pending
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Request / JOGL Scenegraph / Game-Engine support:
I know that Julien Gouesse currently has an Ardor3D port underway,
not merged w/ upstream. He also did some work regarding jme2, not merged either AFAIK.
Last days he also ported Java3D to use JOGL as it's sole renderer.
However .. I was looking up the current situation in the open source game engine area
and sure I couldn't miss you guys. The buzz words: Shader Based, Mobile, Complete Rewrite
were enough to catch my eye :)
How can I contribute a new JOGL renderer for your latest jme3 in a way
that it gets merged into your codebased - supported by myself and others ?
I would love to show your jme3 running on top of JOGL across devices (incl. android)
on our BOF @ SIGGRAPH2012.
What I don't want (of course) is to create a dead branch and future dead code
nobody likes to merge upstream :)
Simple question: Would you welcome a new JOGL2 renderer into your codebase ?
Please advise.
Cheers, Sven