Move pelican site to obsolete-pelican subdirectory. Copy site-opengamestudio en/ru and index here
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Title: October 2016 recap
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Date: 2016-11-19 00:00
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Category: News
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Slug: 2016-october-recap
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Lang: en
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![October recap][screenshot]
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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.
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**First attempt to build OSG.**
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Having no prior knowledge of Android development, we grabbed the latest Android Studio and started doing beginner tutorials.
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We passed Java part pretty fast. Everything worked out of the box. Then came C++ part and related problems.
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**CMake. **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.
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**KVM. **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.
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**Chroot for Android. **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.
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**OSG. **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.
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Searching for the problem did not reveal any hint.
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Nobody helped us at the OSG mailing list.
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We were in despair.
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**The search for OSG alternatives.**
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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).
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And we found it: [BabylonHX](http://babylonhx.gamestudiohx.com/). The home page looked awesome: it rendered WebGL in the background!
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We thought we finally found the gem we were looking for. However, the example on the home page simply did not work.
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You can probably understand our feelings at the time.
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**The success in building OSG.**
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We realized nobody would make OSG work under Android for us. We had to do it ourselves.
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Since [OSG 3.4 document](http://www.openscenegraph.org/index.php/documentation/platform-specifics/android/178-building-openscenegraph-for-android-3-4) on building for Android was very short, we no longer trusted it and headed to [original OSG 3.0 document](http://www.openscenegraph.org/index.php/documentation/platform-specifics/android/44-building-openscenegraph-for-android-3-0-3-0-1).
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While following it, we faced a dead link to third party dependencies.
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The search for an alternative download link lead us to a [2013 tutorial](https://xinyustudio.wordpress.com/2013/09/24/install-osg-for-android-on-ubuntu-13-04-step-by-step-tutorials/) on building OSG 3.0 for Android.
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After following the tutorial, we finally got OSG to run under Android!
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But there was a nuance: both OSG and Android tools used in the tutorial were ancient.
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In a few days, we gradually updated both OSG and Android tools to their latest versions.
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During the update process, we learned two things that prevented us from having OSG to work in the first place:
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* Android API headers changed in NDK r12
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* OSG only works as a static library under Android
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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.
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[screenshot]: {attach}/images/2016-11-19_2016-october-recap.png
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