[General Questions and Answers] Braindrool:
I've been programming for years, but I have very little experience with 3D graphics. I thought OpenGL would be the most efficient in this project. It's coming along alright, I am still studying the API and documentation. But I have encountered a problem using multiple classes. For instance, here I try to use a separate class for the player model. (Yes, currently it's just a cube.)

Renderer:

package com.braindrool.bla;

import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

import android.opengl.GLSurfaceView.Renderer;

public class BlaRenderer implements Renderer {

int nrOfVertices;
float A;
Player player = new Player();

public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// TODO Auto-generated method stub

gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);

gl.glEnable(GL10.GL_CULL_FACE);

gl.glFrontFace(GL10.GL_CCW);
gl.glCullFace(GL10.GL_BACK);

gl.glClearColor(0.3f, 0.8f, 0.9f, 1);

//	initTriangle();
player.initPlayer();

}

public void onDrawFrame(GL10 gl) {
// TODO Auto-generated method stub

gl.glLoadIdentity();

gl.glClear(GL10.GL_COLOR_BUFFER_BIT);

// gl.glRotatef(A * 2, 1f, 0f, 0f);
// gl.glRotatef(A, 0f, 1f, 0f);
//
// gl.glColor4f(0.5f, 0, 0, 1);

gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glColorPointer(4, GL10.GL_FLOAT, 0, colorBuffer);
gl.glDrawElements(GL10.GL_TRIANGLES, nrOfVertices,
GL10.GL_UNSIGNED_SHORT, indexBuffer);
// A++;

}

public void onSurfaceChanged(GL10 gl, int width, int height) {
// TODO Auto-generated method stub
gl.glViewport(0, 0, width, height);

}

private FloatBuffer vertexBuffer;
private ShortBuffer indexBuffer;

private FloatBuffer colorBuffer;

private void initTriangle() {

float[] coords = { 0, 0.5f, 0, -0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f,
0, 0, -0.5f };

nrOfVertices = coords.length;

ByteBuffer vbb = ByteBuffer.allocateDirect(nrOfVertices * 3 * 4);
vbb.order(ByteOrder.nativeOrder());
vertexBuffer = vbb.asFloatBuffer();

ByteBuffer ibb = ByteBuffer.allocateDirect(nrOfVertices * 2);
ibb.order(ByteOrder.nativeOrder());
indexBuffer = ibb.asShortBuffer();

ByteBuffer cbb = ByteBuffer.allocateDirect(4 * nrOfVertices * 4);
cbb.order(ByteOrder.nativeOrder());
colorBuffer = cbb.asFloatBuffer();

float[] colors = { 1f, 0f, 0f, 1f, // point 1
0f, 1f, 0f, 1f, // point 2
0f, 0f, 1f, 1f, // point 3
};

short[] indices = new short[] {
// indices
0, 1, 2, 0, 2, 3, 0, 3, 1, 3, 1, 2

};

vertexBuffer.put(coords);
indexBuffer.put(indices);
colorBuffer.put(colors);

vertexBuffer.position(0);
indexBuffer.position(0);
colorBuffer.position(0);

}

}

And now the player class.

package com.braindrool.bla;

import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

public class Player extends BlaRenderer{

private FloatBuffer vertexBuffer;
private ShortBuffer indexBuffer;
private FloatBuffer colorBuffer;
private int nrOfVertices;
float A;

public void initPlayer() {

float[] coords = {

-0.5f, 0.5f, 0, // P0
-0.5f, 0, 0, // P1
0.5f, 0, 0, // P2
0.5f, 0.5f, 0, // P3
0.5f, 0.5f, 0.5f, // P4
-0.5f, 0.5f, 0.5f, // P5
-0.5f, 0, 0.5f, // P6
0.5f, 0, 0.5f // P7
};

nrOfVertices = coords.length;

ByteBuffer vbb = ByteBuffer.allocateDirect(nrOfVertices * 4);
vbb.order(ByteOrder.nativeOrder());
vertexBuffer = vbb.asFloatBuffer();

ByteBuffer ibb = ByteBuffer.allocate(nrOfVertices * 2);
ibb.order(ByteOrder.nativeOrder());
indexBuffer = ibb.asShortBuffer();

ByteBuffer cbb = ByteBuffer.allocate(12 * 4);
ibb.order(ByteOrder.nativeOrder());
colorBuffer = cbb.asFloatBuffer();

short[] indices = {

0, 1, 2, 3, 0, 2, 0, 6, 1, 0, 5, 6, 5, 7, 6, 5, 4, 7, 4, 3, 7, 3, 2, 7

};

float[] colors = { 1, 0, 0, 1, 0, 1, 0, 1, 0, 0, 1, 1 };

vertexBuffer.put(coords);
indexBuffer.put(indices);
colorBuffer.put(colors);

vertexBuffer.position(0);
indexBuffer.position(0);
colorBuffer.position(0);

}
}

It's a bit sloppy but meh.

The error:

Player player = new Player()

&

public class Player extends BlaRenderer{

Help appreciated!

~Braindrool