Ardor3D FAQ and Ardor3D Overview: Difference between pages

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(Created page with '* Where can I download Ardor3D? ** http://jogamp.org/deployment/ardor3d/ '''N.B: All JARs except those containing the source code are absolutely necessary''' * What else do I nee…')
 
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* Where can I download Ardor3D?
Ardor3D is a professionally oriented, open source, Java based 3D engine for desktop (GNU Linux, Mac OS X, OpenIndiana, Windows) and mobile (Android) environments. The sub-project ardor3d-android was based on [https://developer.android.com/guide/topics/graphics/opengl.html Android OpenGL ES].
** http://jogamp.org/deployment/ardor3d/ '''N.B: All JARs except those containing the source code are absolutely necessary'''
 
* What else do I need to use Ardor3D?
Ardor3D was created September 23rd, 2008 as a fork of [http://www.jmonkeyengine.org JMonkeyEngine] by [http://blog.renanse.com Joshua Slack (Renanse)] and Rikard Herlitz (MrCoder). It was developed by [http://www.ardorlabs.com Ardor Labs] and some contributors until its version 0.9. Renanse abandoned the project March 11th, 2014. He restarted it some years later.
** http://jogamp.org/deployment/jogamp-current/archive/jogamp-all-platforms.7z JogAmp
 
** JInput (optional)
The version 1.0 is the first version actively developed and maintained by JogAmp's community and supporting exclusively JOGL 2 (and later). It is designated as a subset of the original engine as it retains the only renderer relevant for JogAmp's community. As a consequence, it supports only desktop environments, the Android backend might be rewritten with JogAmp in another version. This subset is preferably called JogAmp's Ardor3D Continuation in order to avoid any confusion with the "official" unmaintained version.
** SWT (optional)
 
* How can I install Ardor3D?
*[[Ardor3D Tutorial|Tutorial]]
** Some detailed instructions will be published soon. Just put all JARs except those containing the native libraries into your classpath.
*[http://jogamp.org/deployment/ardor3d/javadoc/ API Documentation]
* Where can I get the source code of Ardor3D?
*[[Ardor3D FAQ|FAQ]]
** https://github.com/gouessej/Ardor3D
* Where can I get any help about Ardor3D?
** You can get some help on [http://forum.jogamp.org our forum] and on [http://jogamp.org/wiki/index.php/Chatroom#Freenode_IRC_Channel our IRC chatroom]
* Where can I find any examples using Ardor3D?
** You can find tens of examples using Ardor3D on https://github.com/gouessej/Ardor3D/tree/master/ardor3d-examples
** https://github.com/Renanse/Ardor3D/wiki/HelloNasaWorldWind Ardor3D with WorldWind Java
** https://github.com/Renanse/Ardor3D/wiki/Terrain-based-on-USGS-data A terrain implementation that uses USGS data
** https://github.com/Renanse/Ardor3D/wiki/Statistics How to gather scene statistics such as triangle count, framerate, etc
** https://github.com/Renanse/Ardor3D/wiki/Terrain The terrain
* Where can I report a bug in Ardor3D?
** https://github.com/gouessej/Ardor3D/issues

Latest revision as of 18:14, 10 July 2023

Ardor3D is a professionally oriented, open source, Java based 3D engine for desktop (GNU Linux, Mac OS X, OpenIndiana, Windows) and mobile (Android) environments. The sub-project ardor3d-android was based on Android OpenGL ES.

Ardor3D was created September 23rd, 2008 as a fork of JMonkeyEngine by Joshua Slack (Renanse) and Rikard Herlitz (MrCoder). It was developed by Ardor Labs and some contributors until its version 0.9. Renanse abandoned the project March 11th, 2014. He restarted it some years later.

The version 1.0 is the first version actively developed and maintained by JogAmp's community and supporting exclusively JOGL 2 (and later). It is designated as a subset of the original engine as it retains the only renderer relevant for JogAmp's community. As a consequence, it supports only desktop environments, the Android backend might be rewritten with JogAmp in another version. This subset is preferably called JogAmp's Ardor3D Continuation in order to avoid any confusion with the "official" unmaintained version.