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- <h6 class="subheader" title="2016-11-19T00:00:00+03:00">Sat 19 November 2016
- <a class="button secondary small translation-button" href="http://opengamestudio.org/2016-october-recap-ru.html">ru</a>
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- </h6> <p><img alt="October recap" src="http://opengamestudio.org/2016-11-19_2016-october-recap.png"></p>
- <p>This article describes how we spent a month building OpenSceneGraph (OSG) for Android: the first attempt to build OSG, the search for OSG alternatives, and the success in building OSG.</p>
- <p><strong>First attempt to build OSG.</strong></p>
- <p>Having no prior knowledge of Android development, we grabbed the latest Android Studio and started doing beginner tutorials.
- We passed Java part pretty fast. Everything worked out of the box. Then came C++ part and related problems.</p>
- <p><strong>CMake. </strong>To work with C++, Android Studio uses custom CMake, which conflicts with the system one. This was a clear indication that we had to set up a separate development environment specifically for Android.</p>
- <p><strong>KVM. </strong>We got Ubuntu under VirtualBox installed. All went fine until we tried to use Android Emulator. Turned out, VirtualBox could not run Android Emulator, because a virtual machine cannot provide kernel virtualization inside already virtualized environment.</p>
- <p><strong>Chroot for Android. </strong>Since we had a successful experience with chroot to build OGS Editor before, we decided to place Android development environment into chroot. With minor tweaking, we could finally run Android Emulator and build C++ project.</p>
- <p><strong>OSG. </strong>Building OSG seemed like a piece of cake at the time. However, all we got was a crash. Thinking that we got it wrong the first time, we tried to rebuild OSG once again. And the same crash again.
- Searching for the problem did not reveal any hint.
- Nobody helped us at the OSG mailing list.</p>
- <p>We were in despair.</p>
- <p><strong>The search for OSG alternatives.</strong></p>
- <p>Since OSG community did not help us, we decided to search for an alternative open source project to fit our Android needs (and may be more).</p>
- <p>And we found it: <a href="http://babylonhx.gamestudiohx.com/">BabylonHX</a>. The home page looked awesome: it rendered WebGL in the background!
- We thought we finally found the gem we were looking for. However, the example on the home page simply did not work.</p>
- <p>You can probably understand our feelings at the time.</p>
- <p><strong>The success in building OSG.</strong></p>
- <p>We realized nobody would make OSG work under Android for us. We had to do it ourselves.</p>
- <p>Since <a href="http://www.openscenegraph.org/index.php/documentation/platform-specifics/android/178-building-openscenegraph-for-android-3-4">OSG 3.4 document</a> on building for Android was very short, we no longer trusted it and headed to <a href="http://www.openscenegraph.org/index.php/documentation/platform-specifics/android/44-building-openscenegraph-for-android-3-0-3-0-1">original OSG 3.0 document</a>.
- While following it, we faced a dead link to third party dependencies.
- The search for an alternative download link lead us to a <a href="https://xinyustudio.wordpress.com/2013/09/24/install-osg-for-android-on-ubuntu-13-04-step-by-step-tutorials/">2013 tutorial</a> on building OSG 3.0 for Android.</p>
- <p>After following the tutorial, we finally got OSG to run under Android!
- But there was a nuance: both OSG and Android tools used in the tutorial were ancient.
- In a few days, we gradually updated both OSG and Android tools to their latest versions.</p>
- <p>During the update process, we learned two things that prevented us from having OSG to work in the first place:</p>
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- <li>Android API headers changed in NDK r12</li>
- <li>OSG only works as a static library under Android</li>
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- <p>That's it for describing how we spent the month building OSG for Android: the first attempt to build OSG, the search for OSG alternatives, and the success in building OSG.</p>
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