However funny it may sound but yes, the question is about platform-specific Java jars… My projet depends on a library that has distinct jars for desktop and Android, what is the recommended approach with the SDK to make it all work for builds properly?
I personal have always 3 projects. The actual application containing all logic, a desktop version containing a single class with the “static main()” and a android project containing the activity.
But i am not using the sdk so there might be a better way. From what i know everything is build with ant, so if all fails modifying the ant file should work
@zzuegg said: I personal have always 3 projects. The actual application containing all logic, a desktop version containing a single class with the "static main()" and a android project containing the activity.But i am not using the sdk so there might be a better way. From what i know everything is build with ant, so if all fails modifying the ant file should work
Are you working in Eclipse? My favourite environment is Eclipse and I have always been using JME from within it, but now, because I want to enable Android builds, I took the SDK (which is NetBeans)… I remember there was a doc somewhere around, saying of how to setup an Android-enabled project manually. Your way of dedicated projects very much resembles what LibGDX is using for their default setup and it looks rather sane. However, I just liked that in JMonkeyEngine3 SDK the Android builds can be enabled by just a single checkbox… Also, my guess is that SDK rewrites the Ant files as it wants, so manual modifications of them can be overwritten by the SDK…?
Ok, so now, 1 voice is for manual project setup (and obviously residing within Eclipse).
You can of course have project to project dependencies in Netbeans also. How zuegg describes it is exactly how I’d setup a desktop/android cross project of my own if I had one. Heck, I don’t have a single game project that isn’t already split up into at least three projects (core, server, client).
I am using IntelliJ.
Currently using the SDK in paralell to do model imports and such stuff.
Not sure how exactly the sdk setups the android project. From what i remember after enabeling android there is a subproject in the folder containing the neccesary files…
The cool thing about the SDK is that you wont have to copy over some assets manual. (Like audiofiles for example)
Also iOS support is probably nice if you want to start serious mobile gamedev.
@pspeed said: You can of course have project to project dependencies in Netbeans also. How zuegg describes it is exactly how I'd setup a desktop/android cross project of my own if I had one. Heck, I don't have a single game project that isn't already split up into at least three projects (core, server, client).
Mythruna for android!
@zzuegg said: Also iOS support is probably nice if you want to start serious mobile gamedev.
Ummm… does the SDK or JMonkeyEngine itself support iOS?
The engine has a iOS renderer, but the sdk manages the avian stuff/setting up a xcode project. Maybe trough ant, but i dont know
Just add the libraries to the android sub-project, its a normal android project.