Sceneform vs Filament in 2021 #3575
Replies: 3 comments 6 replies
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Development on Sceneform has unfortunately ceased but its code is now Open Source on GitHub and can server as a good starting point in your own app if you need AR. If all you need is 3D you can use Filament by itself. It is correct that Filament does not provide any physics simulation. It is purely a rendering engine and nothing more. You can however use any physics engine you wish, like Bullet, ODE, etc. |
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I am glad I spoke with you about this. I think the best option for me is indeed the glTF format. |
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@paulorrfilho There is a Java port of Bullet physics SDK that can be integrated to Android runtime without the burden. I tried to glue them together and it did kind of work, still I'm positive using JNI binding will earn you some extra performance though. In terms of gravity, the Java port implements the original methods as-is, see src/main/java/com/bulletphysics/dynamics/DiscreteDynamicsWorld.java#L409-L419: @Override
public void setGravity(Vector3f gravity) {
this.gravity.set(gravity);
for (int i = 0; i < collisionObjects.size(); i++) {
CollisionObject colObj = collisionObjects.getQuick(i);
RigidBody body = RigidBody.upcast(colObj);
if (body != null) {
body.setGravity(gravity);
}
}
} |
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Hi, I am trying to port my iOS app (DrumKnee 3D) to Android and I think Filament would be a good fit for me. I need to render a few models on the screen using a PBR approach and overlay my app menus.
As I understand Filament does not provide any type of Physics simulation in terms of gravity, any alternatives for this?
I saw a comment on Reddit saying that one should go with Sceneform for simple 3D projects however, the lack of future support scares me. Is this still a valid comment in 2021 for a starting project?
Sorry for so many questions, just trying to get my head around the current 3D rendering situation on Android.
Thank you,
Paulo
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