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Archive for the ‘android’ Category

MAQET 3D Gallery App for Android

Tuesday, October 18th, 2011
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I just completed an Android app which is a simple 3D gallery of user-created designs for maqet.com.

It was fun to be able to apply previous work – the MAQET configurator component done in Flash – to a completely separate development environment (native Android).

Happily, I was able to use min3D for the OpenGL action, which allows me the opportunity to mention that min3D has been nominated for Packt Publishing’s 2011 Open Source Awards.


- Android Market link






homescreen 3D – an OpenGL Android program launcher

Saturday, July 31st, 2010

Video demonstrating my first “experiment” with the Android Market. An answer to a question nobody asked– “What if you made an Android program launcher in 3D?”

Video updated with most recent version running on Honeycomb, 6/2011

It was, to be frank, a gigantic pain in the ass coding the motion for this, since there seems to be no Tweener-like class written in Java (Java, not processing…). Anyone know of one?

Built using min3D.

 free version

 
 almost-free version

:T

Announcing “min3D”, a 3D framework for Android

Wednesday, May 5th, 2010
Why yes, that is the Earth revolving around the planet Jupiter

View the code for this example.
Note how the “onEnterFrame” function is only 8 lines long.

Update:
Download min3D sample app
(Android v1.5 or higher)

This post announces a 3D framework/library-in-progress I’ve been writing for Android, written in Java with OpenGL ES. Between the names min3d, modest3d, and llama3d, I’ve gone with “min3d” for being the least self-deprecating while still conveying an appropriate level of expectation that I’m comfortable with. :)

I’ve gone legit by putting it up on Google Code (first time for everything, etc.). While just an early build, it should at the very least be useful for educational purposes if like me you’re just starting down the Android path.

My aim while building this was to make a library that required no extra massaging of model data on its way to being used by OpenGL. To that end, data can be created and manipulated directly on the ByteBuffers that are used by OpenGL, without the need for any intermediating (ie, redundant) data structures. And hopefully wrapped in such a way that’s still relatively easy to use.

But this approach also imposes some important restrictions. The maximum number of vertices and faces of an Object3d is fixed after instantiation, and the dynamic addition/removal of vertex or face elements is currently not supported. If/when implemented, these operations will have to be much more costly than, say, with a linked list. But unavoidable, as far as I can tell.

Here’s what’s currently implemented through the API (all conventional stuff…)

(more…)

Android Red Bouncing Ball

Wednesday, April 21st, 2010
Download (for devices running Android v2.1)

As the geek sits down to learn a new programming language or new programming platform, the first thing he or she must do is learn to make a program that successfully prints the words “Hello, world!” to the screen.

The main significance of this first minor feat as it relates to the programmer is not epistemological, technical, or temporal, but psychological. Crossing the — shall we call it the “Hello world” threshold? — brings with it the realization of the existence of a universe of infinite possibilities. But also the burden and intolerable vertigo that comes with that sense of unlimited freedom.

For, alas, there is no standard “second program” for the geek aspirant to sit down to write. The programmer is on her own. Of the potentially infinite paths that lie in front of her, which will she choose?

Actually though, the most common second program chosen with pedagogical motives in mind — I would submit — would be that venerated bouncing ball, colored 0xFF0000. If you come from a Flash background, you probably know of it well.

Here’s mine, on the Android platform- (Sure wish I could’ve used Flash 10.1… ;)