Thks for the info. I've already had this version who's working fine but I'm still undecided about the right engine for me.
In fact, I'm looking for a game engine with bone and pose animation support. I've tested jme3.0, libgdx and jPCT. All are good engine but jPCT+bone seems to be the more simple and suitable for my needs.
I've tested all of them with a modified simbad ogre3D model (I've added simple keyframe for lipsync animation).
Here are the result in FPS with a Galaxy S/android 2.3.4 (Bone:"Dance" Anim + Keyframe Blending).
- libgdx 15FPS (GLES 2.0)
- jme3.0 10FPS (GLES 2.0)
- jpct-ae 20 FPS (GLES 1.1)
In addition, I've implemented my own library in C + NDK android for managing pose frame and keyframe animations natively in opengl ES 2.0 (Only one vertex shader computing Bone Position and Keyframe position at the same time).
It's working pretty well and it's fast (approx 30-35FPS) but some optimization are chipset dependent (Power VR) and It's a nightmare to deal with OpenGL graphic context (LiveWallPaper), moreover, I've got some nasty compatible issue with a few smart-phone.
So, I need to come back the right path using only android SDK. Do you think I can expect some FPS improvement with the new GLES 2.0 implementation of jPCT-AE ?
Thks !
++
dherby
In fact, I'm looking for a game engine with bone and pose animation support. I've tested jme3.0, libgdx and jPCT. All are good engine but jPCT+bone seems to be the more simple and suitable for my needs.
I've tested all of them with a modified simbad ogre3D model (I've added simple keyframe for lipsync animation).
Here are the result in FPS with a Galaxy S/android 2.3.4 (Bone:"Dance" Anim + Keyframe Blending).
- libgdx 15FPS (GLES 2.0)
- jme3.0 10FPS (GLES 2.0)
- jpct-ae 20 FPS (GLES 1.1)
In addition, I've implemented my own library in C + NDK android for managing pose frame and keyframe animations natively in opengl ES 2.0 (Only one vertex shader computing Bone Position and Keyframe position at the same time).
It's working pretty well and it's fast (approx 30-35FPS) but some optimization are chipset dependent (Power VR) and It's a nightmare to deal with OpenGL graphic context (LiveWallPaper), moreover, I've got some nasty compatible issue with a few smart-phone.
So, I need to come back the right path using only android SDK. Do you think I can expect some FPS improvement with the new GLES 2.0 implementation of jPCT-AE ?
Thks !
++
dherby