I have a project for visualizing some data on tablet. I'll probably use android for developing the application but I have no idea that how could I visualize the real time data ?
which tools are available on android for doing this ? I noticed that I can use OpenGL ES but then I know nothing of this and it's quite complicated for me . Is there any other simple tool that could get the real time data and visualize it ?
we have a basic Matlab/Simulink visualization but need a better visualization.
Any suggestion ?
There are different options, but two commonly used visualization frameworks which are also available in Android are Processing (Processing for Android) and d3.js (which is a Javascript framework you could use in a WebView if you are 3.0 or above. The Android browser does not support SVG below 3.0.
You can use VES the OpenGL ES rendering toolkit from Kitware: http://www.vtk.org/Wiki/VES
Related
I am working on an Android project where my device need to run by using software rendering.
My device architecture is ARM and I want to run lollipop using software rendering as my device dont have compatible hardware library file.
I came across that we need to set the flag USE_OPENGL_RENDERER to flase.
After setting also i am not getting the display ie getting android logo but not booting further.
What are the exact changes that i need to do in the source code to make it work with software rendering
I don't think Android supports devices without OpenGL for a while.
Android Compatibility Definition Document (CDD)
7.1.4. 2D and 3D Graphics Acceleration
Device implementations MUST support both OpenGL ES 1.0 and 2.0, as embodied and detailed in the Android SDK
documentations.
I need to develop application that has a lot of sliding graphics and 3d animations for showing pictures representing products in a very interactive and fancy manner.
Here is a sample of what I'm trying to do http://www.youtube.com/watch?v=ZKCAPSzgoHM&feature=related
I heared that adobe air can do the job perfectly, is that true ? the application is not just sliding of course, it will connect to a server, synchronize some data, log information and so on
So, what is the best solution to accomplish this task?
Short answer, Yep it can. and yep it's true.
Long answer, since AIR3.2 stage3d was introduced to the air platform. Now AIR (as the flash player does) can takes advance of the gpu to render complex 3d content.
Molehill is the new codename of the 3d framework for AS3, you for sure find lot of material on it.
What i suggest you more is using a library/framework built above Molehill (that is indeed just a set of primitives with a low level style syntax). Flare3d, Starling (for 2d), Away3d (4.0 or above) are just few names.
Using this libraries will allow you to fast develop what you had in mind.
All the other tasks you mentioned (connection , log, sync) are pretty easy to do on air.
Now downside of choosing the AIR platform for mobile development on android. Since the introduction of the 3d is pretty recent, it is hard to say exactly the devices supported and the devices that simply fallback to the common 3d rendering system (that is cpu hogging, so not a good choice for mobile).
If you aim to target last generation devices you'll be pretty ok, and you'll find in AIR + flash platform tools a strong benefit in terms of development speed.
I have android app which works fine. And now I want to add some graphical features using WebGL ,but I have not a lot of experience in 3d, especially in android. I need suggestion that how would be worked my android app (I mean performance) after integrating this new feature?
And also I'd like to know in my app can I use "WebGL code", which works fine for pc browsers?
Your question is a little unclear. It sounds to me as if you have a native Android app that you want to add 3D content to. If so, WebGL is maybe not your best bet.
WebGL is a interface to OpenGL that works through a web browser, coded with Javascript. While you can convince some mobile devices to work with it, it's typically not available through most mobile web browsers. That may change in the near future, but it's anyone's guess as to exactly when. Point being, WebGL is not a viable target for phones right now.
If you have a native Android app though (coded with Java), you can access OpenGL ES 2.0. Capability wise it's identical to WebGL, but you can access it through the platforms native language, which will typically lead to better performance. If you have a WebGL app, it should be pretty straightforward to port to Android since the APIs are largely equivalent.
If you want to start using OpenGL in your Android app, the documentation is here.
Chrome experiments now have a section for mobile https://www.chromeexperiments.com/mobile.
Though you can play wide range of webGL examples in android chrome browser by enabling webgl as shown in pic below :-
This way you would be able to use webgl in chrome browser :-
Unfortunately old WebView does not support webGL but WebView V36 does have webGL support . You can openGL for similar purpose.
I have some functions which draws the game screen using the Direct X library in Windows.
So, I am trying to use the functions in Android phone using the ndk.
But I have some problems. Dose the Android phone which use the Java recognize the Direct X functions? If it is possible, then I must have some controls about it?
I want your help...
Android (and iOS as well) doesn't support DirectX but OpenGL ES. Check out 3D with OpenGL on the Android developer site.
Android uses a linux kernel, not a windows one. So I'd suspect no.
OpenGL is pretty similar to DirectX it doesn't take too much effort to convert between the 2. Failing that you could probably find the implementation in the Wine source code on how they handle DirectX calls and pass them to OpenGL.
No, because Android is based on Linux Kernel, whch supports OpenGL.
I am planning to develop a game for all of the mobile platform and have pretty much zeroed down on the concepts of the game. but the only issue I'm facing as of now is that I have no idea what would be the best libraries + 3d Engine to us to achieve the best results on the hardware on some of the upcoming mobiles. I'm talking about the iPhone 3GS, the new WinMo and Android devices with the famed Snapdragon, other processors from Samsung, ARM, Qualcomm and even Intel and AMD.
as of now i plan to use the ogre libraries for now, but then what will offer portability?? This is much more of a design question rather than just coding. Any help is appreciated, others who wish to collaborate are very much welcome too. just drop me a mail.
I don't know much about Window Mobile, but (right now) there is a barrier to compatibility between Android and the iPhone: managed vs. native code. Android highly encourages you to write in Java, whereas the iPhone requires Objective-C or C++ (or C). Though Android does have a native development kit, they don't currently expose many libraries. They will add more APIs over time, but the Android devs will continue to encourage Java development, since Dalvik bytecode will run on any new device.
This is just my opinion, but I would focus on just one platform at the start. Pick your primary platform, write your core game code in portable C++ if you can, and keep the platform-specific parts separate from your core game code. Your goal is to get your game published. Once you have some money coming in, then start focusing on your second platform's port.
I would recommend you to use OpenGL ES and STL. Both Android and iOS platforms become more compatible with OpenGL and STL library, and it looks like every other mobile platform would follow this course (except, perhaps, Windows Phone 7.)