Well being exact this should be the responsibility of the gradle plugin maintainers (it is directly from netbeans, not us), however that wouldn’t mean we can’t contribute to that, of course, but I guess this is above my skill level and time frame, currently, since to me it just works (and does nothing apart from launching the gradle task).
[quote=“ia97lies, post:4, topic:37514”]
Why exactly do for example the Scene Viewer not work?[/quote]
This is new to me and “does not work” is no good description, actually.
Wildly guessing this is because the SDK only opens j3o files if they are inside the asset\ folder, which is missing on your project.
(I atleast think that it only opens them inside the assets folder, I know that it’s the case for filters (j3f), but I don’t know if this is also true for j3os)
Well for my game I switched to gradle as well, the reason was simply easier dependency management and some easy packaging tasks. The first could be achieved by using some maven plugin in nb directly, though.
What I did roughly was: Only using the SDK to code and then launch gradlew.bat run
in a console. There are still ways to debug and profile then.
The only problem here is that SDK will complain about the missing dependencies. That’s why you have to search in C:\Users\<>\AppData\Local\.m2
or C:\Users\<>\.m2
I think, there are the jars you can use to feed the sdk with.
I would love to have such gradle integration but I guess gradle is too complex to easily get the dependencies and even then you could only have it working for simple dependency setups.
Let’s think about what would we need? If we’d have the dependencies we would need to resolve them manually, or even better: Execute the gradlew task which fetches them into the local cache. And then we could simply add them into the build file or setup as libraries.
I see two problems here: Simply executing some task without the user knowing. This could be solved by a message (will only work after the first run) but the second thing: While this works, it not only fills the build files/libraries but it also will only work on that specific machine. So we would need some special folder gradle_libs
and pull them there.
That being said, it seems possible, if the gradle plugin supports extracting dependencies but it has to be well thought.
See xbuf.org (I think) or look around on github. You basically need the xbuf exporter to export from blender to xbuf (Note: xbuf does not contain Textures, so you should convert it to .j3o on the same machine).
When you have that xbuf and a recent SDK you can already view and convert them to j3o. If you want to load xbufs in your game (Which I can’t recommend yet, due to the tangent generation which consumes some time) you need to download some dependencies and register a XbufLoader.class
but that’s all documented somewhere.