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The FAQ's
- What platforms does Ardor3D support?
- What are Ardor3D's min specs?
- What third-party jars does Ardor3D need?
- Can I embed an Ardor3D view into another application?
- How is Ardor3D licensed?
- Can I load PNG and JPG textures?
An Ardor3D based game or application can run on most computer platforms that support both Java and OpenGL such as Windows, Linux, Solaris and Mac OSX.
The specs you need depend highly on the features you want to use. With Ardor3D you can develop big shader based applications for high-end machines looking as good as current games or small applications for devices like Android smart phones. But the absolute minimum is Java 6 and a OpenGL capable graphics card and current drivers. For developers at least a 2 GHz CPU and 4 GB RAM should be used.
The Core API requires Google Collections (com.google.guava), JDOM (org.jdom), and Apache Commons Logging. A Java-OpenGL binding is also required, either JOGL (java.media.opengl) or LWJGL (org.lwjgl) If desired, the SWT (org.eclipse.swt) UI may be used instead of AWT…both are supported.
Yes!
Ardor3D is licensed under the opensource “libpng/zlib license”, a license used by other popular game middle-ware such as the Bullet physics engine.
Yes, just include the statement
AWTImageLoader.registerLoader();
Into your initialization code and add the ardor3d-awt.jar to the classpath.
You can replace the above statement by JoglImageLoader.registerLoader();
and add the ardor3d-jogl.jar to the classpath if you need an AWT-free image loader.