Announcing “min3D”, a 3D framework for Android
Wednesday, May 5th, 2010View the code for this example.
Note how the “onEnterFrame” function is only 8 lines long.
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…)












