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Re: iSDGE (an Open Source iPhone Game Engine)
[Re: Pappenheimer]
#331240
07/02/10 21:02
07/02/10 21:02
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
OP
Expert
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OP
Expert
Joined: May 2005
Posts: 2,713
Lübeck
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Come on, they are... ROTATING I plan to add bullet for the physics, but before the graphics part has to be kinda comlete. And well, this is meant to be a simple example level on how to get things running without anything more complex than needed. You can already code whatever interaction you want, but this hasn´t much to do with the engine. This is just about the engine and not about game mechanics The next feature will probably be stencil shadows.
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Re: iSDGE (an Open Source iPhone Game Engine)
[Re: Slin]
#331257
07/02/10 21:56
07/02/10 21:56
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
Serious User
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Serious User
Joined: Aug 2009
Posts: 1,438
Spain
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The engine is now able to render cameras and panels into textures (without MSAA, which might be possible, but for now I decided to not implement it). This also allows for postprocessing. So here is some bad red-cyan anaglyph: can this be done on A7?
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: iSDGE (an Open Source iPhone Game Engine)
[Re: painkiller]
#331263
07/02/10 22:11
07/02/10 22:11
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
OP
Expert
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OP
Expert
Joined: May 2005
Posts: 2,713
Lübeck
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stencil shadows? but maybe they are still useful for very low poly iphone games? To me, they seem to be the best approach for realtime shadows on the current hardware. I am still doing some research on them, but it looks as if the iPhone SDK provides some extensions to simplify their usage and make them more lightweight. But I am still trying to understand, how to implement them in the best way possible and didn´t write any code yet . So I might change my opinion about them being lightweight and drop the idea to implement them. Yes, you can find some code for it on my blog.
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Re: iSDGE (an Open Source iPhone Game Engine)
[Re: painkiller]
#331370
07/03/10 20:10
07/03/10 20:10
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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Anyway, it would be nice to see a small tutorial about making a small game with your engine. Things like such a tutorial are giving a boost of feedback! Maybe, JustSid is interested to help you with this! Did you already mention how to import a model into your engine? Most appreciated: a way from blender to iSDGE.
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Re: iSDGE (an Open Source iPhone Game Engine)
[Re: Pappenheimer]
#337026
08/07/10 16:42
08/07/10 16:42
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
OP
Expert
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OP
Expert
Joined: May 2005
Posts: 2,713
Lübeck
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I finally wrote an exporter for blender to directly export a selected object to my engines custom file format. "Only" thing missing for the exporter are animations, which aren´t exported yet. I btw put the engine on Indie DB: http://www.indiedb.com/engines/isdgeI have no idea what I did there, but so far all models exported with it worked fine . It also supports several textures per object.
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Re: iSDGE (an Open Source iPhone Game Engine)
[Re: Pappenheimer]
#337053
08/07/10 21:48
08/07/10 21:48
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Joined: Apr 2007
Posts: 3,751 Canada
WretchedSid
Expert
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Expert
Joined: Apr 2007
Posts: 3,751
Canada
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I can only guess, but the maximum size is 2048x2048 (iPhone 3GS, iPhone 4, iPod touch 3rd gen) and 1024x1024 (iPhone Classic, iPhone 3G, iPod Touch 1st gen, iPod Touch 2nd gen).
Well, the iPod Touch 1st gen and the iPhone classic aren't supported anymore, but it's better to use 1024x1024 as maximum (or increase the size of the binary and use 2048x2048 for the 3GS and iPhone 4). Best should be to use as less textures as possible, texture switching is a expensive process and kill your framerate really fast. So you better go with a 1024x1024 skin instead of two 512x1512 skins.
However, those are my experiences with my engine (which is just 2D), so maybe Slin has made other experiences.
Shitlord by trade and passion. Graphics programmer at Laminar Research. I write blog posts at feresignum.com
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